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Rocket Cop's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #508 | 3.160 | 3.160 |
Innovation | #526 | 3.040 | 3.040 |
Audio | #564 | 2.960 | 2.960 |
Overall | #596 | 3.047 | 3.047 |
Game Design | #645 | 3.040 | 3.040 |
Graphics | #681 | 3.120 | 3.120 |
Theme | #692 | 2.960 | 2.960 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
Elements of destruction and collateral damage from a Rocket Cop who is hell bent on justice, leads to literal chaos.
Did you write all the code yourself and made all the assets from scratch?
Modified a preexisting gunshot sound. Everything else is completely from scratch.
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Comments
Nice game but I would highly appreciate downloadable version.
A very fun game with lots of potential. There wasn't that much content in it so far but I understand that you had a week to make it. I like the idea of using a rocket launcher with a jet pack to kill some people and destroy some buildings. The visuals and music was also well made. I completed the game but it was quite hard finding the last few people since they would usually fall to the bottom floors or in awkward spaces and I had to destroy lots of stuff from the building to find them. The loading time took around 30s but I was patient enough to wait (it could also be because of my wifi but I don't know). Even after the downsides you still made a very entertaining game that has a lot of potential to be something great. Good luck on the jam!
Thanks for playing! I specially implemented the XRAY ('X' button) feature to hunt down the stragglers :) but maybe I should have made it a bit more obvious. Sorry about the long load times, I'm trying different ideas to improve the level generation.
Oh didn't realise that. My fault there, I should of paid more attention to the instructions. You still made a very good game though and I wish you luck!
Cool game man! Video review here: 00:30 Rocket Game
Just watched your video, thanks so much for playing! The sense of pure panic I got when you clicked on the settings button though xD, sorry I broke it before the submission (so clicking it basically kills the UI)!
I never imagined that the game would run so poorly in some people's browsers though, I'm sure that makes it a lot less fun than the actual intended experience, sorry for that! Had to do a bit of work on optimisation before submission but I will have to check what is bottlenecking the resources. Next time I will definitely provide a downloadable build too. Thank you for sticking with the game though and giving it another chance. You're spot on with your commentary though and I now realise for instance how awkward reloading is with no visual feedback (didn't have time to make an animation) so its just a 1s timer, definitely something I will keep in mind for the future. Since you mentioned that you've never made a shooter, this is actually my very first attempt at a shooter game, so for one week's work I think I'm quite happy with the result :)
PS: You could have utilised your jetpack way more to bomb the thugs from above, there is nothing stopping you from aiming down sights and shooting whilst jetpacking :) The idea was at least to separate the thugs as much as possible initially (I made AI that runs away from the source of nearby explosions) so you don't land and get caught in a crossfire, which usually ends in immediate death.
Great game!!
Sorry I found the controls a bit awkward and jetpack went from nothing to maximum too quickly which made hovering really hard.
Hi, thanks for the feedback!
Do you think the lack of control was perhaps a performance issue? Did the game run smoothly for you? The jetpack wasn't necessarily designed to maintain a fixed altitude indefinitely, pressing the space bar adds upward acceleration (so if you are already moving upwards you'll move faster and if you're falling you will just fall slower at first until you change directions in vertical velocity). I sort of pulse the space bar rhythmically whilst playing (eg. 2-3 seconds on, 2-3 seconds off). Its a bit more chaotic that way, true, but that is the nature of this game jam! :)
If your game wasn't running smoothly for whatever reason, then I can imagine the controls would be more frustrating, and I'm sure there is plenty of room for me to optimise the game, but this is just what I managed to make in one week..
If you're willing to give the game another chance I would love to hear if you manage to control the Rocket Cop a bit better.
Was it mainly just the controls of the jetpack you found awkward or other controls as well?
I think you might be onto something with the performance, it did show some of the telltale signs of a low frame rate, I try again tonight and let you know how I get on.
I had another go tonight and the majority of the issues seemed to be performance based, I can't tell the actual framerate but it seemed pretty low and the game tended to hang at the beginning and end. I also had a one off issue with the cursor not locking when restarting the game meaning I couldn't look or shoot, I had a similar issue with another Godot game yesterday. I was able to get better control of the jetpack this time even with the low frame rate but it was a challenge and you definitely couldn't aim and shoot at the same time.
I'm a bit puzzled about what could be causing the performance issues as you don't appear to have any highly detailed models or textures, and the world doesn't seem that big, which would make me look at the game logic, maybe your AI is doing something too often or when it doesn't need to.
With regards to the controls it felt like the WASD keys were axis aligned, so W moves you north, S is south, and D and A are east and west accordingly. Typically in a third person game the A and D keys rotate the player and W and S move you forward or backwards based on the characters current heading.
That all said I think you've got something pretty good to build on and I hope you continue working on it after the voting finishes.
Thank you so much for making the effort of going back and trying the game again, I really appreciate it and the feedback you gave me is really valuable! I know that things go really slow at the beginning when the game is procedurally generating the map (and at the end its simply running the same process again), I've worked out a way that should potentially speed this process up enormously, but I've yet to implement it. Since the game ran fine on my computer I didn't invest much time in optimising and opted to add more features instead (always a tradeoff in these shorter game jams).
Sorry about the cursor thing, I think its due to HTML5, also the desktop version of the game runs significantly better so I regret not uploading windows/linux/mac builds. I agree that it could be game logic such as AI causing the frame rate to drop, although the AI doesn't do too much other than a bunch of raycasting for the most part (can't easly update navmeshes during runtime in Godot at the moment), I'll have to do some profiling to be sure though.
I tried a different kind of movement system with this game, which kind of works the way you describe, provided you call the direction the camera is pointed 'north' the character moves in that direction when you press 'W' and analogously for the other cardinal directions (relative to the direction the camera pointing) and the mesh of the character aligns itself with the direction of velocity. I quite like it, though I can understand that it might feel strange initially to players who are used to something different.
I've already made a bunch of small improvements based on the feedback I've received, so looking forward to seeing if I am able to take this game further. Thanks again for being such a good sport!
The crosshair was too big to aim other than that good game
Omg! That jetpack feel was something i didn't expect! This idea was super unique!
Loved the controls, camera, the audio and graphics were amazing too!
The only shortcoming would be the environment
It feels a bit empty but i mean so much can u do in a gamejam haha!
5/5 in all criteria!
Flying with the jetpack was awesome! As others have said too, the crosshair might've been a little too large and the movement wasn't that snappy. I also noticed the settings were empty. The models and music were cool though, it was really fun!
You said you were going to give an honest and contractive, so I will try to do the same for you. I liked the music and the sounds for the gun and jetpack. I liked the player's character's design and the way you actually put in some sort of an explanations to the controls in-game. But, that's about all of the good things. It was quite difficult to control the player, especially with the jetpack and the camera that followed him in weird ways. The gun's bullet falls off pretty quickly, which makes it not feel like a gun that this character should, and when I try to come close to the enemies, I get killed very quickly. The also feels very unfinished with the empty map, long loading times (and I have a pretty good computer) and a settings button that leads to nowhere. I'm sorry to say this, but at its current the state the game isn't that good (jump my opinion, maybe I missed something), you can still improve on it though after the jam ends.
Thanks for the honest review, you are of course entitled to your opinion and its totally ok to not like a game! Perhaps I can convince you to give the game another chance though.
Firstly, I'm quite surprised to hear you had trouble with the camera as my camera setup is very standard for most 3rd person games and none of the other raters have complained about issues. Was the mouse movement too sensitive or something? It could be that if you alt-tabbed out of the game your mouse cursor was not captured and that then lead to strange behaviour with the camera?
Secondly, the gun is actually supposed to be a grenade launcher, which means that the projectiles are not meant to travel far (like bullets) but therefore explode damaging enemies and buildings in a certain radius, so you don't have to hit things precisely. So the idea for playing is to fly above the roof (high enough that the enemies can't hit you) and shoot down from above (this will destroy parts of the roof and separate the enemies (ideally onto different levels inside of the building). Divide and conquer! You can keep engaging and disengaging your jetpack to maintain height. Might take a couple tries but once one gets the hang of it, I find it quite fun to rain grenades down from above at the thugs and then go in and finish them off once they are isolated. If your HP gets low you can always jetpack away to regain some health.
I agree that the map is rather empty, there was only so much I can do in a single week and yes I broke the settings button by accident, these things happen in game jams. Loading is slow because the map is generated procedurally and each cell is destructible, there's plenty of room for me to improve performance but I ran out of time.
I'd be really grateful if you're willing to give it another go with these points in mind but if not, that's fine too, no hard feelings!
Ok, I can see some of your points, I'll try to check it again when the jam is over!
GG good game 10/10
The game is really good would be good if you add death animation
Well done! This is the first game in Godot that I encountered here and it is quite good! Music is really great and sound effects as well!
As others said, aiming was a bit weird, where I'd need to aim down to actually hit enemies, and even then it could miss. The walking animation when aiming looks a little broken, but doesn't impact gameplay. Final thing is that while mashing my bullets on the final enemy, I immediately clicked the complete game button by accident. Then while trying to click it again to test (by mashing of course,) I glitched out the main menu where the game would let you move like in a real round, but the camera would be locked.
Minus these issues, it is a really great and fun entry! Really impressive having made all of that from scratch AND in Godot!
The concept is fun, but I found that the crosshair was too big, and that made it hard to aim. Also, the game would crash every time I died, but I think that's a WebGL problem and not a problem with your game. Overall, you did a good at job, but the finer points like UI and controls need to be tuned up to make it great.
Very cool game :D I love the idea and the gameplay is very fun, the only problem I found was on the web version when I opened the settings the game kind of got stuck, but the jetpack mechanic is very cool!
I think the aiming is a bit funky. I had to constantly aim at the floor to hit enemies point blank. This game was actually pretty fun after I figured that out. There was also some bug that froze the game every time the level finished, so I had to refresh to replay the game multiple times. I think with a bit more polish and work, this will be a good one!
Controls were quite sensitive and took a bit to get used to, but the destructible buildings were really cool!
Well. It's still very rough but I had fun nevertheless. Unfortunately the buildings didnt break down after I removed all walls on the ground level :( :D Could imagine this being something super cool with proper refinement and polishing! Keep it up!
Thanks for playing!
I think I know how to make the buildings collapse in principle but just didn't have enough time to implement it, unfortunately there is only so much one can do in just a week, but I'm glad you had fun with it!