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A jam submission

I HAV GUN and IM ANGRYView game page

Submitted by SpookyMan ā€” 8 days, 13 hours before the deadline
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I HAV GUN and IM ANGRY's itch.io page

Results

CriteriaRankScore*Raw Score
USE OF THEME#983.1073.107
FUN#1113.0713.071
BOSS DESIGN#1163.0363.036
CONTROLS#1173.0363.036
Overall#1372.9762.976
SOUNDS / MUSIC#1822.6792.679
ART / VISUALS#2032.9292.929

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game's take on the theme
You EXCAHNGE your weapon with one of the bosses, every boss

Did your team create the vast majority of art and music during the game jam?
Art:Yes, Music:NO

Did your game use PlusMusic?
no

Did your game use Playroom?
no

Did your game use generative AI art?
No

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Comments

Viewing comments 20 to 1 of 26 Ā· Previous page Ā· First page
Submitted (2 edits)

!!!!!!!THIS GAME GAVE ME A GUN AND I AM ANGRY!!!!!!!!

Bosses were fun. The worm one I cant see what's going on. Also you can exploit the game by just constantly dodging for HP/AMMO so you end up just siting inside the boss clicking both mouse buttons constantly without worrying about Losing. Ignoring the exploit the game is fun but I cant resist that exploit :O.

Submitted

Everything happened at once. Good fast pace game.

Submitted

This is a gem! Chaotic and fast paced! 

Submitted

no game on this jam will able to compare the insane vibe this game have , none. and thats amazing

Submitted

I liked the art and the music. I loved the dash and the attack mechanism. The gameplay is really fun. I had a lot of fun playing this game. Great Job. 



If you are interested, could you please play my game. I would really appreciate it.

Developer

thanks man!!, i also played your game

Submitted

Such a wild experience! Really nicely made visuals, i dig it :D

Submitted

That was wild! The dash takes a bit of getting used to - found myself falling off the edge quite a lot - but once that was sorted it got a lot better!

Submitted

The visual and the msuic are nice, I like effects of the attacks and the dash. The bosses looks nice too. The gameplay are fun, the dash took a while to get used to but its fine, also the hp act as a timer and how you can dash through bosses to gain hp are really interesting mechanics. 

Tho I feel like the cursor would be better if its bigger, sometimes its hard to tell where the cursor were, expecially in the worm boss.

But still, cool game!

Submitted

I had gun and were angry!

Submitted

Wow, this game always feels thrilling. awake attack I died a lot in the beginning but as I played I started to get good at it.

I'd also like to invite you to play my game if you're interested.

Developer

cool! thanks!, ill play your game

Submitted

Fun game! I think the art palette makes things hard to see and differentiate different objects, but overall  I thought the movement felt good.

Developer

thanks man!!, i think i should actually pick a color pallete next jam i do

Submitted

this game is chaos. and i love it. my only problem with it is that you have to dash into the boss to stay alive, so most of the bosses were just spamming attack and dash towards the boss, i tried this game out on the discord, before that was added, and tbh that was probably more fun, other than that though i love this game

Developer

i added it cuz someone who also played the game on discord said he forgot you can dash on the final boss(so i tried to make it important), thanks for the feedback btw!!

Submitted

I don't know what I just played... I just know I was bad at it xD

Developer

it gets pretty easy once you get the hang of it

Submitted

Had a  minor stroke while playing this. But god this was so funny to my humor rotten brain, just vine thuds, sneaky snitch, and so much meme tracks from 2016 i cant help giving 10/10


gameplay was pretty tight tho i felt like sometimes i had no idea what was going on.

Til depth do us part reference was fire

Developer

TYSM man!!!!, tbh the memes were cuz i couldnt be bothered to pick some actual good songs haha.

Submitted

Sensory overload but in the most fun way possible.

Submitted

I will have to remove points for overuse of effects, and the sounds are a little loud and get annoying, but overall extremely fun in a "what am I doing and how am I winning?" kind of way. Great game, good rating, but it's not good enough to earn many 5 stars, sorry :/

Developer(+1)

the sound should not be that loud, that is a bug that should be fixed by refreshing, as for overuse of effects, can you give some examples??

Submitted

Like, visual effects, the filter on top of everything that makes it look more as one color or whatever, I could barely see what I was doing

Submitted (6 edits) (+1)

ā€œI do not know who I am, I donā€™t know why Iā€™m here, All I know is that I must kill.ā€ is the perfect quote to describe this game, in my opinion.

I normally choose to say what I like about the game first.

To begin, the number of bosses is refreshing and enjoyable. You seemed to shift a lot of effort into that, and it shows. You did a lot of giving a great diversity of not only bosses but also weapons! Itā€™s never dull moment with how much I have to get used to all at once. You really kept me on my toes.

The bossā€™s attacks, arenas, and colorful art style really fit together like pieces of a constructed puzzle. For screenshots, it is perfect. I, especially, like the boss fights that did not have a cluttered and moving background. The final bosses, primarily, had mostly black backgrounds, which worked the best.

And please allow me to praise the art once more. The character portate you have at the corner, also, really added to the experience. Maybe you could consider doing more with that?

Now, please allow me to say a few criticisms. I donā€™t wish to be disrespectful, but I do wish to help you grow as a game designer. Simply put, I see an extremely large amount of potential in your work here (A LOT OF POTENTIAL even), butā€¦it all feels wasted. Cluttered. Maybe even lost.

Please take what I say with a grin of salt too. Iā€™m no expert, after all, and I thank you for putting out a game in the first place. This is leagues better than about 99% of all humans can hope to make (Iā€™m serious about that. I can see how much effort you put into this as a solo dev. In a month no less! Seriously amazing.).

For one, visual and sound clutter is a serious problem here. I had no clue what was happening, where it was happening, why it is happening, or ANYTHING really. ā€¦and that is a very consistent theme by the way. It was my first few attempts where I decided to just forget learning any of the bossesā€™ attacks and, just, well, button mashā€¦

I got to the final boss in hardcode mode with just button mashing, by the way. It was not very engaging gameplay.

I disliked how, in hardcore mode, your gun picks are randomized (since it felt less like an exchange). I even more disliked that I could not even test my weapons beforehand to see how they worked. I had no clue what anything did, or what damage it did. Randomized guns made that problem worse.

It was not fun to spend seven entire minutes spamming the shoot button to kill a snake boss with a peon gun (I still donā€™t really know that bossā€™s attack pattern, despite spending so long on it). Speaking of which, I recommend allowing players to hold the shoot button instead of requiring continuous presses. Arthritis, am I right?

Obviously, the boss transitions feel discontented, but thatā€™s not really that big of a deal, honestly. The visual effect you put for the bosses made a lot of headway in that regard. I just wished you were less over the top on them and did more particle effects instead. Moving background can be disorienting, and there was no ā€œcolor languageā€ presented to the player. No one color is bad. No one color is good. No one color contrast can be used by the player to differentiate what they need to pay attention to. The background is overly colorful, while the projectiles are dull and hidden, while sometimes it is the exact opposite. This isnā€™t really a good idea for most bullet hell games.

Since a lot of bullets are coming the playerā€™s way, bullet hells tend to try their best to have it obvious what is a projectile and what isnā€™t. This is done for a reason, but that was not present in this game.

For example, in the worm boss, I can see you were trying to make the foreground black, while the background all colorful. Thatā€™s a very good cinematic effect for cutscenes, but not so much for moving boss fights. Not unless you give the player an extra handicap or visual information, I mean. Though, admittedly, it was a cool effect.

I really liked the fights, closer to the end of hardcore, for that reason. The background is dark, the attacks are clear, and the boss patterns are actually learnable. It was amazing! I loved it!

Except when the final, final boss started and I got the Lazor cannon weaponā€¦

The Lazor cannon does 20 damageā€¦attacking like once per 1.0 seconds (I donā€™t know the exact cooldown, but it is around that ballpark. Probably closer 2.5)ā€¦and the boss had 5000 HPā€¦

The game expected me to shoot the boss (5000 / 20) = 250 times consecutively! Now, (1.0s * 250) = 250s. Thatā€™s 4 entire minutes and 10 seconds of continuous shooting, assuming you donā€™t miss and donā€™t need to heal at allā€¦AND assuming you donā€™t die!

Maybe that was just bad RNG on my part, but if you are randomizing the guns, there should probably be something in the code to balance them a bit. No offense.

OH, also, I really dislike how your energy drains as time goes on. It punishes the player for being good. I couldnā€™t stay back, learn the bossesā€™ attacks, and dodge them. No, I had to charge head-first into the boss to survive at all. This mechanic actually made the final, final boss impossible to complete too (the one that would take 4 mins. Yeah, I was actually willing to go through that, since I like 100% completing games, but quickly realized that it was impossible without some trickā€¦or maybe I just have no clue how to play the game? Both are equally likely.).

For some reason, in later bosses of hardcore mode, your energy recovers slower. I donā€™t know why this is. Maybe I was experiencing a bug, but yeahā€¦it was impossible because of that. I really tried too, and I normally like hard boss battles. Still, even if I spent 100% of my time just getting energy (no shooting at all), I still died from lack of energy! Sad faceā€¦

Speaking of, it might benefit the game more if you had more solid bonders for the arenas. Currently, if the player falls out of the map, the entire room resets. Thatā€¦is a bit annoying. This is especially so when the arenaā€™s limits are not clearly presented. For example, in that boss with square bonders, I moved toward a wall (expecting to be blocked), but the entire boss completely reset!

Sad face times 2ā€¦

Oh, also, the final, final boss of Hardcord for some reason didnā€™t have these out-of-bound barriersā€¦and the boss could leave the screen because of itā€¦

ā€¦

Also, as I mentioned before, I had no clue what was happening or anything at the start. Honestly, in my opinion, if you donā€™t have a tutorial, it may be best to rely on more self-explanatory mechanics. That text in the first boss of classic mode was goodā€¦if I didnā€™t start with hardcore mode first.

Okay, maybe that one was my fault. Still, Energy typically is used for extra powers and abilities. It is a bit confusing if you use ā€œEnergyā€ as a replacement for the common term ā€œHealthā€ so suddenly. Though, honestly speaking, this criticism is more of a nitpick than anything. You can ignore it if you want.

Anywayā€¦

ā€¦Iā€™m sorry. I know I sound like a Negative Nacy here. I really do mean it when I said that I see potential here, and that you did something that 99% of all humans canā€™t even hope to do. But, as it is, I just didnā€™t find the game very fun.

I can, however, admire all the effects you put into the game. As a programmer myself, I know how difficult some of that stuff can really be. Good job. Truly.

Thank you for sharing. Well done.

Developer(+1)

oof i tried to rebalance the weapons with like 10 minutes left before i have to go on a trip so that checks out, i think most of the weapons used to do like double the damage, and i didnt have the time to check the balance of all the bosses. Well thanks !! Sound and balancing are my worst aspects,šŸ˜…šŸ˜…, ill carry on these points for my next game jams!!.

Submitted

Beat normal mode with 151.14, very cool looking bosses and visual styl, the boss design is very unique. The bullet hell aspect and the chaos of it all was super neat too. Good sounds tracks, responsive movement, fun menus. Only some notes, just that Boss attacks can be hard to read sometimes and I could cheese a lot of the bosses by spamming click while spamming dash inside of them. Great game submission :)

Developer

oof, dark tv boss yeah, fixed those all in hardcore but by the feedback i recived on it, uhh i dont think anyone should suffer through it

Submitted

Too hardcore for me but nice game overall. The wave attacks are kind of hard to notice in the beginning.

Developer

wave??

Submitted

The hardcore final boss will go offscreen a lot and can't be followed, which means it's almost impossible to beat since your health is constantly decreasing and the only way to heal is by dashing through the boss.

Developer

yea oversight, i mostly polished normal mode, left hardcore to be a expiriment ground of a crap ton of bosses

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