Great weapon-feel! Event better- huge spider tank boss (should be more of them in those jam games)!
The one thing I didn't like is what acgaudette already said- lack of feedback when being hit. Every time I died, I was a bit surprised. Also- since the baddies were more deadly up close, the game wolud benefit of some more complex level design. The gun-feel (not a real word, but you know what I mean), and enemies (humanoid ones), would feel great in some tight corridors, or mid-range scenarios.
hey, great job! I did a few playthroughs. feels snappy and fast, which I like. more quake than cs -- seems to fit the ghost in the shell universe.
clearly you spent time on the look and it's visually consistent. music and audio are great -- good job! have you played blacklight? seems like you're moving in that direction -- they also dig this sort of orange palette gritty look.
my biggest piece of feedback is probably that you need more [audio, visual] feedback on taking damage. I had no idea I was about to die in the first two playthroughs and was surprised when I did. it's difficult to learn what punishes behavior and what does not. in particular it's unclear what kind of risks you can take when engaging the mech -- I'm pretty sure I figured out how to cheese it by standing on top of it, or right under it. because its behavior is pretty straightforward, the damage requirement to destroy it can feel like more of an annoyance / grind than a boss battle.
having both E and space is maybe strange; not sure. I did enjoy using it as an escape button. maybe keeping the high jump and adding a slide or dodge is what you're looking for?
also, I feel like the basic enemy type could be more of a challenge. I like going for one taps a lot but it doesn't feel like there's a lot standing in my way there. I would like to be using cover more too.
anyways, great work! impressive stuff, glad the team came together.
Indeed the damage feedback is something that is missing. We've added camera shake, but that's really not enough. Mainly it shakes "just the environment" and the gun stays still (from the perspective of the player). I like when games tilt your view in opposite direction then from where you are getting hit. It gives you the feedback of getting shot while revealing the shooters general direction without cluttering the HUD with further damage indicators.
The gun play and overall enemy AI is very rough, sadly. The enemies are easy to say the least, although in higher numbers they can damage you quite quickly. The Mecha, has one rule = stay still and you are dead. Ideally the design would include if you would stay long enough on the mech, that it would react to that. So if you camp underneath it, it would "crouch" and stomp you 😄and if you would stand on it for quite some time, it would spring you off.
Ideally, when you would be close enough, it would stomp you with it's front legs as well.
The result is rather a technological demo and a concept then a fully playable game. We have for example ready a whole wave system, but the game just has 3 waves.
We are big fans of Ghost in the Shell and all other media that took heavy inspiration from it such as The Matrix. We really like the 90s - 00s style of thinking, design and storytelling.
With that, we've taken part in the 7 Day FPS Game Jam and this is the result of what we've made in the past 7+ days.
ORIGINALITY
I'm sad to say, that we weren't able to produce much of original 3D art. To be fully transparent the mech is the only 3D model done by the team. Although, its design is the most intriguing.
But i hope where we lack in visual uniqueness, we can and are able to keep up with the music. Alex, the author of OST for the Renegade Squad, has fallen in love with the sci-fi universe of GIST and made the most incredible music track for this game jam! Here's the mastered theme song:
WHAT'S NEXT?
This game jam submission is our first step into creating a Ghost in the Shell inspired gaming experience. Our game doesn't want to resample "classic" cyberpunk. In a sense where the anime esthetics very simplify majority of the visual fidelity and rather set the theme atmosphere to "draw" the rest of the scene. A very good example is the mech design and something similar to toon shading (this is very visible in GIST SAC series).
HOW TO PLAY
One unique aspect is that you can strafe to gain speed. It's simpler the traverse the level while strafing (#QuakeStyle). We encourage you of using the 'E' key to "Super Jump" and run away from complicated situations. Other than that, pistol can one-shot headshot enemy soldiers. SMG is better for.. run for your life.. kind of situations.
Comments
Great weapon-feel! Event better- huge spider tank boss (should be more of them in those jam games)!
The one thing I didn't like is what acgaudette already said- lack of feedback when being hit. Every time I died, I was a bit surprised. Also- since the baddies were more deadly up close, the game wolud benefit of some more complex level design. The gun-feel (not a real word, but you know what I mean), and enemies (humanoid ones), would feel great in some tight corridors, or mid-range scenarios.
Keep up the great work!
hey, great job! I did a few playthroughs. feels snappy and fast, which I like. more quake than cs -- seems to fit the ghost in the shell universe.
clearly you spent time on the look and it's visually consistent. music and audio are great -- good job! have you played blacklight? seems like you're moving in that direction -- they also dig this sort of orange palette gritty look.
my biggest piece of feedback is probably that you need more [audio, visual] feedback on taking damage. I had no idea I was about to die in the first two playthroughs and was surprised when I did. it's difficult to learn what punishes behavior and what does not. in particular it's unclear what kind of risks you can take when engaging the mech -- I'm pretty sure I figured out how to cheese it by standing on top of it, or right under it. because its behavior is pretty straightforward, the damage requirement to destroy it can feel like more of an annoyance / grind than a boss battle.
having both E and space is maybe strange; not sure. I did enjoy using it as an escape button. maybe keeping the high jump and adding a slide or dodge is what you're looking for?
also, I feel like the basic enemy type could be more of a challenge. I like going for one taps a lot but it doesn't feel like there's a lot standing in my way there. I would like to be using cover more too.
anyways, great work! impressive stuff, glad the team came together.
Hey and thank you for your feedback ❤
Indeed the damage feedback is something that is missing. We've added camera shake, but that's really not enough. Mainly it shakes "just the environment" and the gun stays still (from the perspective of the player).
I like when games tilt your view in opposite direction then from where you are getting hit. It gives you the feedback of getting shot while revealing the shooters general direction without cluttering the HUD with further damage indicators.
The gun play and overall enemy AI is very rough, sadly. The enemies are easy to say the least, although in higher numbers they can damage you quite quickly.
The Mecha, has one rule = stay still and you are dead. Ideally the design would include if you would stay long enough on the mech, that it would react to that.
So if you camp underneath it, it would "crouch" and stomp you 😄and if you would stand on it for quite some time, it would spring you off.
Ideally, when you would be close enough, it would stomp you with it's front legs as well.
The result is rather a technological demo and a concept then a fully playable game. We have for example ready a whole wave system, but the game just has 3 waves.
ABOUT
We are big fans of Ghost in the Shell and all other media that took heavy inspiration from it such as The Matrix. We really like the 90s - 00s style of thinking, design and storytelling.
With that, we've taken part in the 7 Day FPS Game Jam and this is the result of what we've made in the past 7+ days.
ORIGINALITY
I'm sad to say, that we weren't able to produce much of original 3D art. To be fully transparent the mech is the only 3D model done by the team. Although, its design is the most intriguing.
But i hope where we lack in visual uniqueness, we can and are able to keep up with the music. Alex, the author of OST for the Renegade Squad, has fallen in love with the sci-fi universe of GIST and made the most incredible music track for this game jam! Here's the mastered theme song:
WHAT'S NEXT?
This game jam submission is our first step into creating a Ghost in the Shell inspired gaming experience. Our game doesn't want to resample "classic" cyberpunk. In a sense where the anime esthetics very simplify majority of the visual fidelity and rather set the theme atmosphere to "draw" the rest of the scene. A very good example is the mech design and something similar to toon shading (this is very visible in GIST SAC series).
HOW TO PLAY
One unique aspect is that you can strafe to gain speed. It's simpler the traverse the level while strafing (#QuakeStyle). We encourage you of using the 'E' key to "Super Jump" and run away from complicated situations. Other than that, pistol can one-shot headshot enemy soldiers. SMG is better for.. run for your life.. kind of situations.
CONTROLS