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A jam submission

Blaster P⏻werView game page

Blast through a FPS game jam entry where every shot costs power!
Submitted by Palin_drome — 1 hour, 4 minutes before the deadline
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Blaster P⏻wer's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#334.1114.111
Presentation#574.3704.370
Theme#614.1114.111
Originality#2493.5563.556

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.

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Comments

Viewing comments 26 to 21 of 26 · Next page · Last page
Submitted(+1)

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!

Developer

Yes they are very cheesable! but that's just game jam stuff I ran out of time.

Submitted(+1)

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.

Developer

"more cramped hallways forcing combat was done better", yes I really messed up with not making the AI aggressive enough to be more active in large areas, would've loved to have gotten to fix that before submitting!

Submitted(+1)

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

Submitted(+1)

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!

Submitted(+1)

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

Submitted(+1)

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.

Developer

"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.

Viewing comments 26 to 21 of 26 · Next page · Last page