This game is really cool! Loved the dynamic of your health being your ammo. The enemies were a bit susceptible to being cheesed but my fault for cheesing them. Overall great though!
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Blaster P⏻wer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #33 | 4.111 | 4.111 |
Presentation | #57 | 4.370 | 4.370 |
Theme | #61 | 4.111 | 4.111 |
Originality | #249 | 3.556 | 3.556 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
First every action costs "power"; shooting and using the sword as well as the energy or power meter being drained representing health. Second you pickup power cells that let you "powerup" by allocating them into sub systems.
Comments
nice shooter! and liked the way it stuck to the theme. i do think i didn't feel incentivized to actually engage in combat in some of the levels, which is only partly because running around on toxic waste and hitting jump pads feels so satisfying! flying through these levels is super rewarding with the effects you have and the feel of character speed. combat after a few power cells was nice (eg. being able to shoot + slash and kill enemies feels good), and in more cramped hallways forcing combat was done better.
ran super smooth, was super fun, i love the idea that your "ammo" also has to be preserved cuz of your power. this was super fun. I enjoyed this a ton
Well executed shooter. Making the power also the health is an intriguing double-edged sword. It's cool and thematic, but at the same time it feels like the optimal way to play is to shoot as little as possible... but then the "enemies killed" count at the end of levels partially fixes the problem by incentivizing the completionist players... it's an interesting mechanic that I'd like to see developed in a longer game!
Impressive game ngl. I love the doom inspiration and the gameplay was very fleshed out and I liked the deflect with the sword. Fun time
This was genuinelly really fun! The sword swinging was satisfying, as was the blaster! I felt it was kind of a shame I couldn't one shot the small blue dudes with a fully upgraded sword, but it's okay.
The parry mechanic didn't seem very optimal - why would I parry their projectile, when it seems to do less damage than my blaster/sword and I can side step the projectile?
Only the reload of the blaster being tied to energy drain is really inspired and I loved that. Made the sword and blaster feel really distinct.
"Why would I parry their projectile" this because the game let's you choose what area you want to prioritize, if you want to go all in on the sword I needed to give players a reason to want to use it and defend themselves. BUT! The game is seriously lacking in difficult due to some oversights with difficulty and enemy AI. I just didn't have any play testers, I would've allowed one shotting with weapons if I could've gotten feedback, and made the enemies WAY more aggressive, you're right it is something that is limiting fun.
Holy smokes that was great! Kick ass aesthetic, combat, and pacing. The boomer shooter visuals give a great vibe, but this also scratched a "Neon White" itch that I haven't felt since I beat that game. The crazy vertical leaps, sword slash, upgrading the gun to go full rapid fire, it all feels so good.
Well done! Crazy impressive for a solo dev project :)
Very fun art style and solid upgrade system! Had no bugs and had a lot of fun once I got the rhythm of the combat. Really well done, this is sick!
Maybe the best executed old school shooter I've seen thus far. I really liked this. It all felt very polished. It would have been nice if there was a boss at the end, but I realize that we were constrained as far as time. Really excellent work. I especially enjoyed the sound effects. So satisfying.
so fluid. so smooth. so fun. so beautiful. so polished. such a banger. wow. great!!
Great FPS, was very fun to play, definitely pushed more to the gameplay side than i did. Amazing arts! Wish i could texture that well... (edit: just read its an asset pack, still wish i could texture that well) Anyways here's your game absolutely destroyed:
Awesome game!! Visually stunning and hitting bullets back with the sword is super fun!!
Underrated, incredible game! I forgot I was playing a game jam submission for a moment. The sword attack combined with the blaster feels fun, the upgrades are a great mechanic and they actually make a difference. The movement was smooth and I didn't run into any bugs. 5/5
Actually a perfect game, especially for a game jam. I loved the power management part, the upgrades were fun and also provide replayability (my first run I mainly through it all into the gun next time I will into the sword). I loved the art style of the 2d enemies in the 3d space, the speed portions reminded me of neon white when you are in the water. Was also a fun challenge I ran out of power once and had to reapproach it the next time. Great game! You should be proud. 10/10. about the only thing i would change is a setting for mouse sensitivity it was very low but it is a gamejam and no one has time to add that in. I am keeping this game on my computer.
Thank you for the kind words, but I still feel this project has a long ways to go to meet that assessment myself. Settings in general was something I could have added if I just used premade menus to save time, it's something I need to keep in mind when making projects and I will add it into the non prototype/jam version of this game.
Very polished game with obvious attention to detail in little animations, the vignette and sounds to make for an immersive experience! You've built such a cohesive world here, I love the whole sewery, toxic vibe. Great work!
One of my favorites so far. I love the style here so much, and I could see this idea being taken further to make a game thats ends up being really fast and satisfying. My only complains are that enemies can tank a lot of hits if you dont focus on upgrading weapons enough, so it might not be possible to get 100% kills on all stages without careful planning? But that's pretty minor in the grand scheme of things! Like this one a lot!
This game is actually a sequel game to a previous 72hr speed run jam game I made called Blaster Power, so I kind of am developing a continuous idea with different themes, but it still has a long ways to go. I took this jam as a chance to start over, do better practices with programming from scratch & project layout, and make my own art along the way instead of just using someone else's sprite work. I'll probably comeback and add stuff this really just an incomplete prototype rather than a game.
Glad I found this game, I loved how the sword attack cleanly broke barriers and reflected projectiles. Also enjoyed the vibes when running though the narrow sewer tunnels. You could cheese a couple parts by shooting enemies from beyond their detection range but for the most part the game presented a good challenge
Hey thanks for playing, trying not to tattle on myself but I just realized the detection AI is just completely flawed; just the kind of stuff that happens without testing & time constraints. I saw a streamer play and they were able to completely avoid every enemy and pick them off from pretty short distances, I'm kind of surprised you're one of the only people to point this out because it's easy to trivialize the entire game if you don't rush at the enemies. ¯\_(ツ)_/¯
No worries, I can relate - the main premise of my game was to defeat a computer controlled hero that acted like a player, and I definitely would have liked more programming time to make him get smarter over time learning to avoid floor traps etc. Improving the enemies after the jam will make this game next level easily :)
This game was great!! I loved the art style, the upgrades at the end of each level, and I am a complete sucker for melee combat of any kind. My only two big issues were the lack of mouse sensitivity options, (which isn't a huge deal, I'm just picky,) and that there wasn't much reason to actually fight the enemies as opposed to just avoiding them. Maybe if there were smaller battery refills that were dropped by enemies instead of the batteries sprinkled throughout the levels? Anyway, even with my two big issues, this game was an absolute blast to play! Well done!
Great point! There was going to be a timer with a time penalty for missed enemies as part of a leaderboard, without it there isn't much point, this was honestly an oversight from running out of time to work on the project. You got me thinking and I remembered that DOOM actually locks the players in rooms so I think that's how I would properly address it, along with enemies dropping small refills themselves like you said, which is also what DOOM does.
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