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A jam submission

Faraway Country(Survivor)View game page

Submitted by SoulReviews — 2 days, 23 hours before the deadline
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Faraway Country(Survivor)'s itch.io page

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Comments

Submitted(+1)

Took me a moment to figure out what I was doing. As you are likely very aware this game needs some sound effects. I'm also a little confused how the bayonet charge works, because sometimes I did not go in the direction the hit arrow was pointing,

Submitted(+1)

After unlocking the (seemingly useless) melee ability, nothing else really happened. A continuous stream of enemies kept spawning, and I very slowly ran out of health.

Menu on death doesn't work

Could improve a lot with even the most basic of enemy variety. Even just a recolored thumbtack with more health or something

Developer

After unlocking the (seemingly useless) melee ability, nothing else really happened. A continuous stream of enemies kept spawning, and I very slowly ran out of health.

  • The game ends after the spawn controller runs out and enemies and everything is dead in the area. Ihe plan is to implement a boss that will spawn at the end of the upgrade path that’ll end the level so it’s always clear what the player is working toward 👍
  • The Scalpel melee ability does currently suck eggs since the contact area is small and does as much damage as a rifle shot. I’m gonna expand the area, add knockback, double the damage, make the animation flash and that should hopefully solve the issue

Menu on death doesn’t work

This was a nasty bug caused by me setting the stimulus for incrementing the upgrade counter to be enemy objects being freed, which happens whenever you change screens, causes the upgrade screen to spawn, and crashes the game. I’ve fixed it since by creating specific kill stimuluses for enemy subjects and checking the scene before spawning an upgrade screen.

Could improve a lot with even the most basic of enemy variety. Even just a recolored thumbtack with more health or something

Yeah that’s a damn good idea. Might add screws, other types of nails, random rust patterns, ect. for variety. I do want to keep the first level enemies somewhat basic for “training” reasons, but I am also planning a ranged enemy and to modify some of the pathing behaviors.

Thanks for suffering through it. This is solid feedback.

Submitted(+1)

* I think some options in the menu don't work except for playing the game.

* I wouldn't put a quit button in an HTML game because it can crash. I had this mistake before, so when updating my game I turn off the quit button when exporting to HTML and turn it on again for the exe version.

Overall the game seems fine.
Developer

I wouldn’t put a quit button in an HTML game because it can crash. I had this mistake before, so when updating my game I turn off the quit button when exporting to HTML and turn it on again for the exe version.

That’s a good point. I think it’s possible to use feature tags as well, have been considering that so I can swap out gpuParticles with cpuParticles when in-browser.

Submitted(+1)

Hold down to fire, please. 
Grenade feels super satisfying to use.
I don't know if needing to press the keys to attack is a good twist. After the third weapon, it starts feeling like a skill rotation of a mmo (on the other hand, I do appreciate anything different people bring to the table compared to the original games). Keep it up.

Developer (1 edit)

I don’t know if needing to press the keys to attack is a good twist. After the third weapon, it starts feeling like a skill rotation of a mmo (on the other hand, I do appreciate anything different people bring to the table compared to the original games). Keep it up.

I was definitely thinking about FFXIV hotbar lol, but I do feel like 2 attacks, a movement ability, and a super is what most people can reliably manage in an action game 👍.

Error

The following features required to run Godot projects on the Web are missing:

Cross Origin Isolation - Check web server configuration (send correct headers)

SharedArrayBuffer - Check web server configuration (send correct headers)

Developer

Do you mind sharing what browser & version you’re using? I’ve had SharedArrayBuffers enabled and it works on my end as far as I can tell 🤔 so I suspect it’s a browser incompatibility.

(+1)

Firefox 92... and LibreWolf 99...

I'll update tomorrow and check again.

Submitted(+1)

I'm guessing this is a Vampire Survivor's clone? (Never played any of those games, but I heard it's very popular). It needs sound effects and the bullet doesn't come out exactly where the gun is, so I would say to change the point's position depending on the frame of the animation. I like the upgrades and it is fun. It does need a lot of polish.

Developer(+1)

the bullet doesn’t come out exactly where the gun is

Yeah, I was thinking about that as well. It’s a problem since I’d like everything to match up, but if I have to compromise on the animation not being consistent with 360 firing range I’ll definitely do it. I might be able to just add some animation frames for the gun itself and people might not mind the discontinuity…

Submitted(+1)

I like what's here so far. I have no idea what the enemies are supposed to be (tacks and mouths)? I know they are placeholders but still.


The little quotes below the weapons is cool. DEEPEST LORE.

Developer

I like what’s here so far. I have no idea what the enemies are supposed to be (tacks and mouths)? I know they are placeholders but still.

You’re right about the tacks and the mouths are bug eggs, the kind you find organized all nice on leaves. They definitely need a little more refinement. The aim is something surrealist like Hieronymus Bosch’s work:

I’ll do a few more passes with different shapes and animations, will probably also switch to a color pallet with a few more darks.

Submitted(+1)

As Grumbling said, hold to shoot would be appreciated. Plays decently man, keep at it!

Submitted(+1)

Not a whole lot here yet, but what is there is fun! Your menus do not seem to work, but perhaps they are just not done? I enjoyed it, gameplay loop works and I am going to follow your progress as you make more updates in the future. 

Submitted(+1)

A competent twin stick shooter. Some QoL like a real cursor or the ability to hold down to fire rather than tap would be appreciated.

These guys were just kind of hanging out at the map edge for a while. Not sure if intended behavior or if they got stuck.


Developer

These guys were just kind of hanging out at the map edge for a while. Not sure if intended behavior or if they got stuck.

Definitely bug. I blocked out the map on Demo Day and realized I hadn’t accounted for that fact at all in my spawn controller 🫠.

Some QoL like a real cursor

Good suggestion. I wasn’t really thinking about it, but I suppose the default cursor is a little sterile.