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A jam submission

Air Gun AdventurerView game page

Use your trusty air cannon to collect the jewel while also not getting dragged down by coins.
Submitted by ColbyJackC (@doggocolby) — 2 hours, 16 minutes before the deadline
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Air Gun Adventurer's itch.io page

Results

CriteriaRankScore*Raw Score
SOUNDS#7031.8973.000
MUSIC#7681.5812.500
DESIGN#8451.8973.000
OVERALL#8621.8973.000
THEME#8761.7392.750
VISUALS#9541.5812.500
INNOVATION#9611.4232.250

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

A really well done and interesting mechanic, most of the time though I generally ended up ignoring the WASD movement and played it like a shoot to move game.  Which was definitely a bit more fun in my opinion.  The puzzle use of the coins mechanic is pretty varied though, it's definitely interesting and leaves a lot of openings for future additions.  A bit of finer feedback tho:

  • The WASD movement felt really fast and imprecise so I generally avoided using it, instead defaulting to only using the gun.  Which was, relatively fun as I mentioned above.
  • Though to get into the gun a bit more, it was a bit imprecise as well, which I know comes with the territory, but maybe with some tweaks, possibly putting it on some sort of "hold longer = bigger blast" kinda thing, it could have some more control for the player and vary up the movement a bit.
  • The "dropping coins" mechanic wasn't really... explained.  I sorta stumbled upon it in what I assume was it's intro level but I still didn't fully understand it until the first level "key coins" were introduced, which also weren't too clearly displayed.
  • Specifically the "key coins" didn't really have any indication on how many you were supposed to grab to open the doors.  Though it wasn't utilized too much since it showed up late so it was generally somewhat obvious.  But for example the first level with them seemed as though I could do it with only 4, but I ended up needing 5.  Adding some sort of on screen counter could help?  Or... possibly having each one correspond to one block on the screen.  That way you could make it more strategic as to how many to grab, or possibly with different colors which ones to grab.  To allow you to get the least coins while also making an exit.  
  • The difficulty curve for the first little bit was relatively simple, pretty well designed and laid out, unfortunately it had a pretty big spike that wasn't really slowed down around when the "key coins" were introduced.  I feel like a couple more introductory levels to them would have helped slightly in making them a little easier to figure out.

That's about all, overall though a pretty fun game to play.  I'd definitely be interested to see where you could take it and see what additions might come up.

Developer(+1)

First off, thanks for the feedback!

I can see now that the wasd controls were a bit imprecise. My one play tester also opted to just use the mouse, which should’ve been a sign lol.

I definitely understand what you mean by some mechanics not being explained well enough, I thought about adding a level that explained key-coins a bit better, but because I made the game I thought that it’d be easy to figure out, which obviously wasn’t the case.

I also thought that the level that forced you to fall before you could reach the end would’ve taught the coin dropping mechanic, but I guess some text wouldn’t have hurt.

I don’t know exactly what you mean by having it so when you hold down longer you create a bigger blast as it’s tied to rapid fire mechanic, but I could see a secondary burst option tied to right click making interesting gameplay.

As for the difficulty curve, I tried my best to smooth it out but I only had one play tester and by the end they’d also mastered it so they couldn’t give good feedback about it, but if I ever make an enhanced version of this game I’ll definitely try to implement this and all other feedback you’ve provided.

Lastly, thank you for taking the time to play my game and give detailed feedback even though it isn’t the prettiest or most complex game in the jam. Thanks for playing!

Submitted(+1)

Very cool game, loved the level design and the use of the coin pickup mechanic to both work as a collectible in the first couple of levels, but then a restriction in the later levels.

The music and sound was well made too:)

Submitted(+1)

It's interesting to play, but the player moves a bit to fast, so it hard to control

And when you collect some coins it just stops shooting and collecting anything till it falls to ground. I thought it would be like: you get more coins you are heavier

Developer

I can see what you mean about the player moving too fast, but the air gun stops shooting after you collect all the coins in the level because the air gun doesn’t fire fast enough to keep you in the air, so I thought it would feel better if you just fell at that point.