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A jam submission

gunstableView game page

roguelike where your character is.... picky with his gun choices. made for acerola game jam
Submitted by lukecreator — 2 hours, 20 minutes before the deadline
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gunstable's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#1633.4553.455
Overall#2773.4093.409
Originality#3213.4093.409
Presentation#3723.3643.364

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What do you like about your game?
I love to work on game-feel and I think I really nailed it here. The level generation was also a huge task, but my solution ended up being just good enough.

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Comments

Submitted(+1)

oh man this was a lot of fun! i love this concept of losing interest, allows for players to explore the different types of weapons in your game, make it a lot more engaging! it also helps that the weapons do feel pretty different in terms of how they're used, so it adds to this feeling of coolness when you go running around shuffling weapons and firing at will (especially when you throw them away too)! the interest meter also encourages the player to act aggressively instead of defensively too, which is always a plus in my book! one thing though is that sometime im not sure how i was able to get health back, don't know if its when i pick up a rare gun or not.

the aesthetic looks really nice too! really love the pixel art, especially the gun sprites and materials! they all look differentiable and easy to identify from each other (the white outline helps out a lot in visibility)! i also like the player and the enemy sprites, though there were some situations where the enemies blended too much into the background i feel (especially in the cave). sfxs felt really chunky and powerful which gave a weight to each action that it corresponded to, which felt pretty nice!

this was a pretty fun game, this would be a cool game idea to expand! great work!

Submitted

Nice game! A bit more time on the weapons would have been nice!

So it is a little easier.

Submitted

Game is fun and looks nice...
But... wtf is this sound effect for the enemy death...

Submitted(+1)

Hi, the idea of being forced to launch aways the weapon after some time is really unique, and works perfectly. It makes you play more aggressively and therefore to enjoy more the game. I really really think you should keep developing it further in the future, it is a very unique concept and easy to understand. 

Good luck with it mate <3333

Submitted(+1)

The idea of losing interest is cool. overall solid game, great job

Submitted(+1)

Really good submission, I loved the idea of losing interest, forcing the player to play more aggressively. I think it’s very original as I’ve never seen it before in any other game. Great game!

Submitted

Love the idea of being forced to drop your weapon! It made me play way more aggressive than I would usually play in these kinds of games!

Submitted(+1)

Really good game! 

Submitted(+1)

I had a whale of a time playing through it. Thought it was funny that the way to heal is to just pick up cool looking weapons. I didn't feel like this game was challenging but I'm glad it wasn't as that would become very frustrating running around the whole map looking a gun. It had that fun turn your brain off kind of vibe.

Submitted

I found it pretty satisfying to toss the gun by letting the meter run out, nice work

Submitted(+1)

This was pretty fun! I liked the concept, but I do think it can get a bit repetetive. The enemies are a bit too easy! I also think that in a game with this many guns, having such a large tooltip on each one is a bit unecessary, as I think most players will be picking up whatever gun's right in front of them anyway, so really only the name/shape is necessary. Not to be too negative though, because it was quite a fun entry overall!

Submitted(+1)

Concept is pretty nice, rapid switches between guns gives the game a speedy feel. Also nice job at visual effects for killing the enemies, it feels really juicy! The red arrow is also a nice QoL feature (though you may want to change its color in White House, since it blends with the floor)

The thing is when the gun isn't spawned near the enemy, it's basically the game over. I would add a weak default weapon so it would compensate the bad luck. Also introducing different enemy types as the game progresses, and making each stage a bit shorter would be nice for adding some fresh gameplay.

Developer

I appreciate the really great feedback, definitely will make an update once I wrestle with the various ways to prevent from getting softlocked 😁

Submitted

solid entry, gives me Hotline Miami vibes

Developer

never played hotline miami but somehow I thought the same thing haaaaa, thanks!