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A jam submission

PrisonerView game page

Submitted by Arstotzk — 3 days, 13 hours before the deadline
Rated by 65 people so far
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Prisoner's itch.io page

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Game's Take on the Theme
The player can spin the gun to powering bullets. Every boss has a spin attack.

Did your team make the majority of the art and music during the jam?
Yes

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Comments

Viewing comments 28 to 9 of 52 · Next page · Previous page · First page · Last page
Submitted(+1)

That monster made me uncomfortable in all the right ways. The music unfortunately felt a little grating after a while due to the repetition. I feel like some aim assist would be welcome, but I really enjoyed the extra add management choice for the boss fight!

Submitted(+1)

I really like the limitation the revolver gives you, really like the initial setup of the game.
Great Job!

Submitted(+1)

This is overall a REALLY cool game. Only thing is, I'm not very good at aiming, and the healing orbs were pretty hard to hit, but that might just be me. 

On another note, the gun sound could be improved, everything else about the game feels and sounds powerful, but then it just sounds like a paintball gun. Additionally, the game could have leaned more into fast melee attacks, like the first boss, when he pulled out a sword, it was really fun and entertaining dodging all of those orbs and keeping him at bay. However the second boss FELT like a pretty good boss and I see what the intent was, but there was too much emphasis on the orbs, especially the chasers. It IS in fact really epic that the tentacle guy spits up this huge attack, but after the first time it gets a bit more annoying than terrifying.


Overall, AWESOME game, needs some improvements, but with some elbow grease, I'd say it could be steam-worthy

Submitted(+1)

I really liked how the movement flows, but I think this game could benefit from separating its identity from Ultrakill's a bit more. I especially liked the Prisoned beholder’s flesh model, and the way it tries to hide the eye before throwing the laser felt unique, the tentacle monster could really use some improvement to make it more interesting than just being a simple mindless target. Overall, an okay game.

Submitted(+1)

Great atmosphere and fun boss diversity. The prisoner final phase rocked and I enjoyed being chased by him. My only thing is I wish the guns had more oomf, i wanted my headphones to rattle. but thats just me!

Developer

Hello, what do you mean "more oomf"? Didn't like the sound or wanted the speed of fire to be higher?

Submitted(+1)

I am referring to the sound. I want the gun sound to sound more punchy, distorted, bassy, and loud.

Developer

Got it, thanks for the explanation!

Submitted(+1)

Very cool game - the visual designs for the bosses make great use of the low-poly style. I also really like how distinctive the phases are - I love how the second boss fight escalates (haw haw) and changes the arena. Shooting green projectiles for health is a nice touch, too - it keeps you in the fight without being too easy.

I couldn't get past the last phase of the tentacle boss, though. I tried for like 30 minutes, to your credit. There's just so much going on, and that spinning attack is super difficult to avoid.

Submitted(+1)

Good game

Submitted (1 edit) (+1)

Good job in the game!! I had two mainly problems with the game, when i pause the game i didnt find a option to resume, only restart the current boss, what is a lame becasue it takes to long to defeat the  boss (the gun deals little damage). Also a lot of times the heal orbs spawned so next to the red ones making very difficulty to get them. Otherwise it was an interesting game.

Submitted(+1)

Pretty cool! I like the creepy vibe and grotesque bosses

Submitted(+1)

Controls r awesome! Really enjoyed

Submitted(+1)

loved the atmosphere, it was fantastic, the 3D assets and animations were very good.

Submitted (1 edit) (+1)

Damn good boss design! Smooth controls and well-crafted gameplay! It was challenging, and the second phase had me laughing with that crab-like run. The only thing—it made me a bit dizzy, but that’s just the nature of the theme.  Awesome work!

Submitted(+1)

Good game! The visual and music is really well made. I think instant travel bullet will suit the intense atmosphere better, maybe. Overall, Great work!

Submitted(+1)

I love the art style and boss designs you have going for this game!

I find that the weapon charge feels a little slow and shooting the gun lacks a bit of impact.  Overall, nice work!

Developer

Hello, what impact from the gun did you wish? Just more gun recoil or maybe more influence on the enemy?

Submitted(+1)

i like the value of powering your bullets. its not something simple like doing more damage. instead,  since you have to focus on the orbs and can't always be aiming at the boss, the game lets you charge the bullets while youre focusing on dodging the orbs so that u can get instant damage on the boss when you get the opportunity. and it also increases the chances of hitting healing orbs from far away. im really into this graphics style too. very fun game. great job

Submitted(+1)

I found the mouse sensitivity was WAY cranked up for this game but when I turned it down it was alright. Being nitpicky here but I believe you could have done something more with the gun and how  it worked (like faster shooting, more "impact" with the right click etc). Other than that:

- Consistent art direction

- Sticks to its niche and does it well

- Decent audio design overall

Good stuff!

Developer

Hello, can you write in more detail about the impact on the right mouse button? What improvement would you like?

Submitted(+1)

Hey! Sorry about the vagueness before, I acutely remember having tried 10 other games that day so I was a bit burnt out by the time I got to yours.

When I think of a full clip unloading out of a revolver I think of Overwatch's Cassidy. I know that's a completely unfair comparison, but what I like about it is that there's a trade off in that game, and I think you could absolutely incorporate that idea into your game in its own way.

The right click feels too slow and I could barely control the recoil. This disincentivized me from considering the right click because there weren't many situations that it would be beneficial for me to use. I believe that if you sped it up and decreased the spread of it then it would be more fun and I'd want to use it more. I think the spin animation of the gun would be much more badass as a result. You could also further incentivize right click by having it fill some sort of gauge (more than the normal left click at least) that when filled allows you do some special move. 

Maybe you're not a human but something else entirely, and during your time in the prison you adapted to the environment and were able to unlock specific abilities. Or if you are a human, maybe the air in the prison changes how your blood circulates, resulting in whatever move that could result in.

The trade off might be that in order to do any damage that counts you have to take a risk and get close to the bosses, which are frequently shooting things at you from their bodies. Now you're close in the danger zone, and you still need to reload your gun, so you now need to rush out of there while avoiding bullets. There also is not guarantee you get the full effect either, because you still have to aim and control some recoil.

Take this all with a grain of salt because there are about a thousand ways to go about this, but with the right click specifically there needs to be more specific checks and balances when it comes to offering the player possibilities so they feel like they're making an educated decision on what to do and what not to do. Let me know if you'd like more clarification/thoughts on other things! I'd be happy to work with you more.

Developer

Wow, you wrote so much!

I looked at how Cessady's revolver works. There was an idea to make quick shots without loading. But here the dilemma arises that the player will use it all the time both when dealing damage and when trying to heal. Therefore, it seemed to me that quick shots should be somehow limited, as I did with the charging mechanics.

In terms of speed, I think it is necessary to increase both the speed of regular shots and the speed of charging with quick shooting. I thought to give the player more time to concentrate on dodging when charging the revolver, but perhaps this is not necessary.

In terms of recoil, it seemed sufficient. I tested the game on several people and at first they said that the recoil was strong, but then when they got used to it, they said that it was normal. Perhaps because you need to adapt to it, a new player will not want to bother with this and just skip this mechanic.

Regarding the scale, there was an idea to make a scale like in Armored Core 6. There it is a stun scale, which when filled stuns the enemy and the player deals multiplied damage. Well, and just fast shooting would fill this scale faster.

Thank you for your feedback!

Submitted(+1)

Solid game, love the gamefeel and art, well done :D

Submitted(+1)

This game was really fun. I enjoyed the game play and your take on the theme was creative. Good Job. The art is really good.

Submitted(+1)

Really fun game! I really enjoyed how you incorporated the spin mechanic into "powering up" your bullets, that was pretty satisfying to use

Submitted(+1)

Solid visuals, and controls!

Viewing comments 28 to 9 of 52 · Next page · Previous page · First page · Last page