Ha! Thanks. :)
Dragonforge Development
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Glad you enjoyed it.
That aim before shooting is not a bug, but a design choice that was forced upon me by time. Basically, without it, your gun is pointing at the ground, and the bullets are spawned from the gun, so they go directly into the ground. I would have liked to do hip hots, but I was overly ambitious making a 3rd person shooter instead of a first person shooter. I'd never made one before, and, well...I talk about those struggles in my devlogs at the bottom of the game page.
Thanks for playing. :)
I appreciate the ideas. Yeah I could transform the tree, but I'm thinking a vertex shader might be easier. Run a sine wave through it and spawn some leaves through a VFX node. The vignette effect is a good idea.
I considered bullet marks, probably with decals, but it just was low priority. I got a lot less time to spend on this jam than the last few I've done, and I had to lower my bar because my lack of progress against past entries I made was depressing me. I talked about that in my devlogs.
Thanks for the thoughts!
This was a fun puzzle platformer. I imagined the player was in fact a bunch of slimes in a suit. I did not need to shoot mechanic but the jump mechanic with the slimes was really neat. I liked the little touches like the character growing slightly with every slime and losing jump height the larger you grew. This would be fun with multiple kinds of slimes.
This was a very ambitious game. I got stuck because I could not find any rocks to destroy, nor could I find any way to get steel to build wind turbines.
Really impressive amount of content in a week. I would have liked to see more of a tutorial. There was so much going on and it was a bit overwhelming.
Thanks.
Do you have suggestions on how to indicate good/bad beyond score?
The story was unfinished. But the idea was that it was ridiculous for him to be shooting cats out of trees to save them. The idea was for him to be a noir detective in his head, but basically just helping people out in his suburban neighborhood, and the cats was supposed to be one of a few problems he solved with ricocheting bullets.
My thought on why was he had to ricochet enough to shake the trees the right amount, but I didn't have time to make a shader to shake the tree. So.
The art in this game was really good. I was super impressed with the cutscenes.
The block feature wasn't as responsive as I would have liked, and so the game played more like an 80s style arcade game than a modern platformer, but I figured out the pattern on the second run. I would have loved some in-game music to really amp things up. The chainsaw things really dominated the soundscape because you could hear them off-screen, and there was little other sound.
All-in-all, a really solid entry, and with some tweaking could become a great game!
Yeah I had originally planned to do that. I talk in my DevLog about how that ended up not making it in. I honestly was afraid a RayCast would not describe the same path as the bullets, and it would've highlighted the fact that shooting bullets gets really wonky if you're aiming up or down.
So, as you surmised, I decided unlimited ammo as tracer bullets was better. I also made it simpler by allowing you to hit the tree trunks instead of the leaves under the cats to free them from the trees.
Thanks for playing! I'm glad you liked it!
Oh wow, thanks for taking the time to test it out and take a video. If you have time, could you try it again, and hit the Esc key to bring up the Main menu, then hit Resume Game and see if it grabs the mouse again? I think this might be an itch.io-specific web bug and something I can maybe code around. Or at least create a key to allow you to regrab the mouse cursor focus.
I appreciate the info on the Linux build. That is a huge bummer, as I could not test that build. However my games in the past have worked on Linux as I usually have a friend test them. Your feedback gives me something to look into though. Thank you for taking the time to do that.
Gorgeously crafted game, but very frustrating. I really wanted to like it, but it was overwhelming very quickly. The orange and red were really close in color. It would have been nice to maybe have colors added as the level went on so that you could know where things were going. As it was, it was just chaos, but it felt inevitable and frustrating rather than fun.
Really, really nice graphics and sound. A little game balance would make this a truly excellent game.
Gorgeously crafted game, but very frustrating. I really wanted to like it, but it was overwhelming very quickly. The orange and red were really close in color. It would have been nice to maybe have colors added as the level went on so that you could know where things were going. As it was, it was just chaos, but it felt inevitable and frustrating rather than fun.
Really, really nice graphics and sound. A little game balance would make this a truly excellent game.
Yeah random shooting does seem like it would eventually work. I actually considered subtracting a single point for every bullet fired, but for a game jam I wanted it to feel easy to rack up points. I was also using the unlimited bullets feature as a way for you to raytrace and line up your shots.
I actually had planned dialog for him to say it was like pool, but with bullets. But I didn't get to dialogue. I also had planned for a level in which you entered a mobster's pool hall and could play pool with the gun.
I would love feedback on how I could make the carousel menu operation clearer. With a mouse, you can rotate it with the mouse wheel.
Thanks for playing and the kind words!
I'm glad you liked it. The paintball idea is a neat one.
It's gratifying to hear that the tutorial , as it were, was helpful. I've never done something like that, but I wanted it to be possible to play without referring to the game page. What's really neat about the UI is if you had a controller, using it would flip all the buttons to display buttons for the controller you're using.
I spent a fair amount of time on sound design. I'm glad you liked it.
OMG, that was really good! You had nice music, great sound effects, and engaging gameplay. I feel a little cheated that I only got third on the leaderboard because it took me less time to get the diamond... But still the fact that you had a leaderboard, a game loop, and a satisfying ending. Really, really well done!

I liked the music so much I donated a couple bucks to the composer.
I'm really interested in how you made the walker. It was pretty fantastic.
This was a solid game. Fun and interesting concept that fit the theme. The sound effects were great!
I was disappointed that the graphics did not match the cover image. I have no problem with you using AI for your cover image, I just think it should have been called out in your assets list.
This game has a lot of potential. Some soothing music and some sort of score would help make this more engaging. I got to level 10 and just stopped because I didn't know if it would just keep going.
I could not figure out how to play the game. I checked the game page after the first try, and saw I was supposed to gather resources. I found a few but then couldn't do anything with them. Couldn't figure out how to recruit. Also, it was really hard to see the black text on your page against that dark blue background.
Neat idea though.
You had a great story, and I love the Cyberpunk theme. It reminded me of the card game NetRunner.
Despite reading all the rules, I could not figure out how to play. I could not tell where the Hunters or the Ghost actually were. I wasn't sure what the green dot represented. Some icons to go with the colors would have been helpful. The timer was an added level of frustration when I'm trying to figure out what I can click on.
I think this game would be great with a tutorial to take you through how to play. It's a very complex game with a lot of moving parts. It has a lot of potential.
Thanks! I appreciate it. This whole game is based on that pun. And if you read my devlog, I think I let that pun get away from me. Mostly because making a 3rd person shooter with ricocheting bullets is MUCH harder than it seemed.
I spent a lot of time picking the right "ping" sound. It's actually a few with a little pitch and volume modulation to make each one sound unique, and then played through a sound player in 3D space attached to the bullet to give a sense of distance. The sounds are from Ovani Sound's Metal SFX Pack Vol 1. Once or twice a year they do humble bundles, and every a few months they do a $20 sale of a bunch of new stuff if you're on their mailing list.
For Rick O'Shea though, I don't plan on doing any expansion. I had lofty goals, but at this point, no desire to follow through. Right now I'm working on turning my Halloween Jam entry into a full-fledged game.













