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Cowboy Shapeshiftin''s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #48 | 3.280 | 4.400 |
Music | #55 | 2.683 | 3.600 |
Art | #76 | 2.683 | 3.600 |
Overall | #81 | 2.832 | 3.800 |
Is the graphics 1 bit? | #87 | 3.727 | 5.000 |
Gameplay | #88 | 2.236 | 3.000 |
Originality | #93 | 2.385 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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jamesc01_
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Comments
This game is challenging and offers some great replay value with the powerups in the shop. I struggled at first when I was using a keyboard and then I realised it controls comfortably with controller. Even after switching to a controller I had difficulty with the bosses and I may need a few more tries before I beat the game. Great entry, I’m thinking a pixel art platformer might be my next game jam entry and this one is a good inspiration! I noticed there was some hit-detection glitches when you’re standing right next to a block and shooting at it. I got myself into a few death-by-box-reappearance mishaps due to that quirk but aside from that the implementation feels well done. Congrats.
Thanks, glad you enjoyed it! I'm still working on the game a bit for a post-jam version, and I changed it so instead of getting stuck in the blocks and dying, they just instantly smash again when you're caught inside, and only damage you once. I also fixed a game-breaking bug, where when you get stuck, you can spam jump to move yourself up through walls. I'll try to fix it so you can stand right next to the block and shoot, it is kind of annoying that you have to move back a bit.
Ok, this one is very well made! Liked it!
Thanks! Did you come across anything you didn't like about the game? I'm still working on it a little bit post-jam, so it's good to know about any crappy parts I can try to improve.
Hmmm - lack of support for a thumbstick on a gamepad was a bit off to me - ideally, both dpad and left thumbstick could be used for menu navigation and gameplay. Also, having barrels with coins for 'free' behind obstacles negatively impacts the pacing of the game. After dying, instead of immediately going back into the fray to try to overcome the boss that killed me, i spend half a minute on getting the first room of barrels (because I'm not gonna leave gold behind, right?), heavily messing with the tempo of a rougelike game
Thanks for the feedback! I'll definitely add thumbstick support. That was something I completely overlooked. For this type of game, I usually exclusively use the dpad, so I didn't even think of it. Shouldn't be hard to add, though. As for the pacing, I'm thinking of add checkpoints before the bosses, because a couple people have said they just do not enjoy having to go all the way back to the beginning. Maybe I could have a screen at the end when you're rewarded based on certain things, like if you beat it without using checkpoints, or beat it without getting hit. I originally planned to add checkpoints, but the game being short led me to try out a kind of roguelike thing, but I'm not sure if it was the best choice. For the pacing issue of having to stop at all the barrels, maybe I could just make the barrels break in one hit, so you aren't stopping and starting as much, and slightly reduce the amount of coins they spawn.
I think making the barrels break in a single hit won't address the core of the issue. Getting to them first time tests the player in some way and the coins are the reward. But once the player finds the barrels and knows they are there, it is just a time sink - no skill is tested, no effort or curiosity is required, just a ritual that "yup, i need to get those barrels first, otherwise i'm playing suboptimal". At least that's how I think about that and I believe making those barrels persistant would be a better solution (once collected barrels don't respawn in subsequent runs, they remain destroyed forever on that save file - player was revarded for their exploration, and cannot abuse "reexploring" the same part over and over again). But again, this is only my opinion and I'm sharing it only because you asked :D
Thanks! I'll think about it. I've just started implementing checkpoints. Making it so barrels and collectables don't respawn after loading a checkpoint makes sense. I think I'll try it out and see how it feels. On the other hand, they are kind of meant to feel like coin blocks in super mario. You can collect coins if you want to, or you can just run past. If you die before getting to the end of a level, you rarely go through it slowly to collect everything, you usually just run to the end, to get back to where you were. I'll have to experiment with it a bit and see which feels right.
Great game, the movement feels pretty weird to me, but you can adapt to it very fast. Glad you could participated! ;)
Thanks! What feels weird about the movement? Do you mean the keyboard controls?
It feels fast but also feels slow.
Ah, might be the player's animation. The player's speed is almost like he should be running, but his legs don't move that fast. He doesn't look like he's sprinting.
very fun game
Thanks!
how to shoot down?
how to shapeshift?
ctrl for shoot
i know how to shoot, but i cannot shoot down
This can only be done during the jump
Like k12t12 said, you can only shoot down while jumping. It works that way in some metroid games, so I based mine on that. I was going to make a tutorial area, but I didn't have enough time. Pressing C (or X on an xbox controller) shapeshift's you, but you only unlock the ability after defeating a boss.
Just to make it clear, any uploads after the deadline are bug fixes.