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Bad Day on Majoris VIII's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
FUN | #1 | 4.500 | 4.500 |
OVERALL | #11 | 4.333 | 4.333 |
AUDIO | #14 | 4.167 | 4.167 |
THEME | #24 | 4.067 | 4.067 |
EASY TO GET INTO | #31 | 4.333 | 4.333 |
CREATIVE | #37 | 4.000 | 4.000 |
VISUALS | #43 | 4.167 | 4.167 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you have any bullet or projectile in your game?
You added some projectile or bullet in your game
How does your game implement the theme? (If your game doesn't use the theme ignore this field)
Power-ups last 10 seconds. You can pick up more to refresh.
What was the size of your team?
2 People
Please credit the resources that you used during the jam (if you used any)
Pre-jam Assets:
Footstep sounds. (UE4 Marketplace Necessary sounds)
Shooting sounds. (UE4 Marketplace Ballistics FX)
Bullet impact sounds. (UE4 Marketplace Ballistics FX)
Pickup sounds. (UE4 Marketplace Necessary sounds)
Checkpoint sounds. (UE4 Marketplace Necessary sounds)
UI sounds. (UE4 Marketplace Necessary sounds)
Global wind sound. (UE4 Marketplace Necessary sounds)
1 Music track for second boss. (Made by me a few months ago)
Blunderbuss Model. (Made by Mike, a few months ago)
Skeleton Model. (Turbosquid)
3 House Models (OpenGameArt)
4 Animations for CRU5H-3R (UE4 Marketplace Frank Slash Pack)
3 Animations for Cyborgs (UE4 Marketplace Frank Slash Pack)
Player Walk Left/Right/Back/Forward (Blended with custom upper-body animation) (UE4 Marketplace AnimStarterPack)
Mesa Rocks (Heavily modified during jam) from Quixel.
Fonts: Vanilla Whale and Share Tech Mono
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://www.youtube.com/c/RyanScottProd/featured
https://www.youtube.com/c/Gambsmoore/featured
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Comments
This is a really well crafted game for a jam! Was really surprised at the amount of settings in the menu, there was a lot preparing, which is a great point!
The game's style is impressive, and the gameplay is super satisfying. The fact that there are two crosshairs, one that indicates your cursor and one that indicates the actual direction of the bullet is super good for telling where the bullet's gonna end.
The powerups are so freaking nice, my favourite one is the bounciness, that reproduces this cool sound effect, reverb-like after bouncing, so fun! xD
The boss is terrific as well, really intimidating at first glance, only downside though is that his spiral bullet pattern lags a bit on my computer, but other than that it was quite a fun ride.
Ehehehe he is the easiest of the bosses ;)
Wow, crazy game! cool graphics and music! I think that sometimes the guns are a bit too loud and it's hard to hear the boss music. The 10 seconds theme is implemented really well, and stacking up power ups gives a powerful feeling I really liked this concept! However, it does make the game a bit too easy when you stack up a lot of powerups so maybe restricting some of it? I dunno.
Overall, I had a lot of fun playing the game and it looks really great!
We're working on a full version right now, this whole map thing was super rushed, and not how we wanted it to work, and we're going to be doing... Things... That will limit the power ups sufficiently to not turn you into an instant face roll machine. The current implementation was fun, but not really good long term
I keep saying that I am not a fan of top down shooters because I have seen them a million times, but I just LOVE this game!
5 Stars all around! (4 for creativity)
I don't know how you guys managed to put it together in a week, but you did. I am impressed. This is the best game in the entire jam I have played so far. I don't know what else to say. I am kind of wondering if this could be a full game. I like the power fantasy feeling, but how long could you use it before you get bored of it? That's what I am wondering.
Yeah, we're batting ideas back and forth about whether or not it's just _too_ ridiculous to scale properly into a full game. Right now we're working on some rudimentary multiplayer and procgen stuff to see what it'll feel like if we tone down some of the powerups and add some progression elements. We both really like the idea of gaining, stacking, and losing powerups at a moment's notice, but there should definitely be a little less... Uhhh... CPU Load? hahahah
If you've got any ideas on that front we would very much appreciate them.
Also I'm glad you liked it! :)
If you do make it into a full game, here are a few ideas:
That's all. See ya!
You read our minds with a lot of these. We've already got online play mostly working (yay, unrealοΌοΌand the power ups are going to be a lot more balanced, both in availability and in effectiveness.
I am not aware of gauntlet, but I'll look into it. Any specific features you'd advise I look out for? I'll probably try to find someone streaming it on twitch or something
Gauntlet is an old game series. The best out out of all of them was probably Dark Legacy. I doubt people stream it anymore, but it's just a crazy fun arcade game. You could step on switches to get secrets, and the only way to stop the hordes of enemies was to destroy the spawner's they came out of. I'd say look to it for inspiration.
Not really a fan of the visual style (kind of hurts my eyes to look at), but I still had so much fun playing it! Great job π
Can you put your finger on exactly what could be improved or changed? We're playing around with the visuals right now and input would be greatly appreciated!
My main issue with the visuals is how "noisy" it is when moving (great example is the ground/sand at the beginning) - pixels are "flashing" very quickly between colors which is not pleasant to look at. (This seems to also be affected by the screen/monitor - I have 2 and on 1 it is much worse than on the other one)
...Interesting. What resolution and refresh rates are the monitors in question? Are either of them HDR?
Let's call the monitors A and B (A is the "bad" one)
Both are 24", Full HD (1920Γ1080), 60Hz, A has 1ms response time, B has 6ms response time, A has higher contrast.
No
Hmm, alright, I'll try to get a few more people playtesting it with similar monitor specs. Thanks man