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A Girl and her Grenade Gun's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #152 | 3.245 | 3.700 |
Originality | #324 | 2.719 | 3.100 |
Presentation (graphics, audio) | #326 | 2.631 | 3.000 |
Theme | #439 | 1.842 | 2.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
The interpretation of "mode" I chose to convey within my game was "turbo mode." There are lots of explosions and fast movement, which I believe thoroughly embodies the theme of turbo mode. I also programmed the game in a feverish haze between term papers, which I believe conveys yet another form of turbo mode within the rough and unpolished gameplay. There is a chaotic brokenness to the game's whole, but amid that chaos is a sort of movement-centered zen. That is, I believe, the essence of turbo mode.
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Comments
The physics and gameplay were both very fun and I'm very glad the checkpoint system was generous enough to start the player at the same screen after each death.
I'm not sure if I reached the true end of the game since I did manage to defeat a giant flying eyeball, but was teleported back into the previous screen after doing so. Then, in the next screen, I couldn't figure out the solution and couldn't exit from the way I came in.
Despite that problem, the gameplay was great and the aesthetics and music lent the whole game an enjoyable kinetic energy!
The eyeball was the secret boss, actually! The room where you can access that boss (and then get teleported back to) is about the halfway point. After that, the design gets a little more tricky. The room you were on was all about getting the proper angle on your burst. Of course, the balancing was a little iffy, which I'm going to do my best to refine when I revisit this concept. I'm glad you enjoyed it up until that point, though! Thanks for giving it a play!
The vibe felt like the old Ninja Turtles for the NES when I got in. There were a lot of funny moments of blasting myself into spikes. I had a lot of fun with it.
Decent take on the shoot to move/ rocket jumping thing.
I really liked the boss battles. The artwork for those was great. I feel like the game was giving me a freebee a lot because it felt like I should have died a lot more than I did to enemies. But I assume they cannot kill you ?
The platforming was actually kinda fun towards the end. I was a bit unhappy with the movement in the beginning but when it began being more about just moving around big rooms, dodging spikes and using gravity inverters and less about the switching blocks it became a lot more fun.
Movement is generally a bit jank but the game is not punishing at all so I think that is fine. There were a lot of cool moments and unique setups to keep the gameplay fresh and sometimes that's more important than sheer polish.
Liked this one more than I had expected to. Great job.
Thanks for the feedback! It sounds like you're ready for something more challenging, hahaha. I wanted to take it easy on players in the first half so they'd have time to get used to the strange movement style, and then take off the training wheels in the second half. I've got a bunch of ideas for how to push the concept even further too, so if I ever turn it into a full-length game I hope you'll be there 😁
(Also, the enemies are supposed to be able to hit you. That's a massive bug that didn't show up until the day of the deadline.)
Actually I think the beginning was where I struggled the most. Some of the early platforming segments with the switch state blocks are pretty precise and I found them fairly difficult because they have the timing aspect to them in addition to just getting the angles right.
Later on I think the platforming was a lot easier but that may just be a result of the enemies not being an issue. (Or maybe I just got used to the physics I am not sure.)
But I would love to check out a full version if this if that ever comes to be.
I see what you mean. Moving the mouse (or stick) in opposing directions to do the pseudo wall-jumping I had laid out is actually a lot harder to get right than some of the later portions. When I was planning out the level layout, I put the block-switch pieces closer to the start because I assumed they would be easier. I'll have to take that into account going forward. Thanks for pointing that out to me!
Haha nice job! The grenade jumping and boost were super fun once I got the hang of it. Also just an awesome concept overall, and a great name! Really good work.
Character design is awesome :) love the mechanic of your weapon also being part of the movement tech. I also enjoyed the show not tell mode of tutorial. Great job!
I had fun with it, the penultimate room especially showed the potential of the mechanic. I think I cheesed a few of the puzzles. Also I stopped taking damage at some point? The controls were the hardest hurdle to get over.
A lot of the puzzles can be easily skipped once you discover the burst mechanic. I figured most players would be getting used to the unique style of movement, so I figured a course-correction mechanic would make things a little easier. I knew them more clever players would be able to use that to their advantage though ;) As for the damage, I also noticed that sometimes the collisions would just fail. It was a bug that didn't appear for me till the last day of development, so unfortunately I wasn't able to smooth it out. I hope that didn't ruin your enjoyment too much! If this jam allows patches, I'm going to hopefully try and fix it once my finals are over and publish a more polished version. Anyway, I'm glad you liked it! Thanks for giving it a play!
Super fun game! Definitely one of our favorite games from the jam. The gameplay was fun and felt polished. The soundtrack was the best we have heard in the jam so far. The secrets were fun and the bosses were cool. The more cinematic parts of the game were well done.
Thanks for checking it out, I'm glad you liked it so much! My biggest worry was the controls, because I had to make some last-minute adjustments to them, so I'm glad it all played well for you! I'm glad you found the secret boss too. That was my favorite part of this whole project 😁
Fun to play! A word of advice, let others criticize your work for you. Putting it up and planting the idea for people to expect something that looks and feels like a mess is doing yourself a disservice. Overall it felt tight in the controls, not too rough around the edges. I can see how with more time this would be a really superb demo. Great job on making such a fun to play game!
Thanks for giving it a play! I might have come off a little harsh in the description, but I'm still proud of how everything turned out. Sometimes, the brokenness of game jam games adds to the charm, or at least that's how I see it.
I really liked your submission too! I love the way the mech controls, it reminded me of the tanks game on Wii Play, if you've ever played that. I wish more games could capture that feeling.