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A jam submission

Project Infinite ShotgunView game page

Retro FPS Gameboy 3D style (but not playable on gameboy)
Submitted by SnakeWinter — 30 minutes, 32 seconds before the deadline
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Project Infinite Shotgun's itch.io page

Results

CriteriaRankScore*Raw Score
HUMOR#482.2913.000
ENJOYMENT#522.9463.857
OVERALL#772.7283.571
MOOD#862.5103.286
AUDIO#922.4003.143
INNOVATION#1062.1822.857
GRAPHICS#1092.5103.286
THEME#1621.4181.857

Ranked from 7 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)

lookin' rather experimental - very nice and very green

the FPS mechanics are very basic here I'd say, still very nice tho

Developer(+1)

Thank you!

Submitted(+1)

I really liked the visuals it looked like an early 2000s game. I liked how you just had to shoot everything to interact with it but I got a little stuck on the smiley and frowning face thing cause I wasn't entirely sure of what to do. Im not really sure how the theme of decay is incorporated into the game but overall it was fun!

-R

Developer

Thanks, I'm glad you liked it! I like old fps games like the Build engine games and some odd ones I played here and there like Future Shock and Chasm and stuff like that.

If you're in the first area, you have two ways of proceeding. The main way is to shoot the spinning wheel thing, opposite of the main menu image. Or, the speedrun-y way is to jump on the bed, jump up to the top of the wall and you can get anywhere else you need to go--or anywhere else really, including the end section. I thought it was a funny thing to leave in.

The theme of decay is the ending (decay of humanity), the shotgun itself (decaying the environment by shooting through things), and the visual/downsampled audio. One time I tried to play an old FPS game and the textures didn't load at all, so what I saw was similar to this where everything was a single color. It was inspired by that partially, where a game I tried to play was decayed.

Submitted(+1)

I see that some people are saying that the game is "a little monochromatic," but honestly I think the Gameboy aesthetic is really cool. I think you should have limited the colors even more, to the four colors that were actually available on the Gameboy. Idk whether Coppercube 6 has shader support, but limited palette ordered dithering would work really well here and make it look even more like a Gameboy game. I wish the actual gameplay was a little bit longer. I can see that there are a few more rooms that I haven't explored, but I don't know how to get to them

Developer

Thanks! Yeah, I like how the green palette looks, I did it before in ( https://snakewinter.itch.io/lost-in-a-place-that-doesnt-exist ) and the only problem I have with limited palettes is stuff blending together/running out of shades to differentiate. I think using gradients helped in this one, but another problem I noticed was it looked easy differentiable on one monitor, but then on another, stuff blended in more making it harder to make out.

I'm not sure about shaders. About the gameplay, I kind of regret not having more enemies in it, but the one in it was the last new thing I added to the game.

There's only one tiny secret area in the game. After you get through the second keycard door, you can turn around and there's a tiny dark wall to shoot down,  then a sign at the end of that hallway. And this isn't a secret area, but I also had some fun jumping from the bed to the top of the walls, then walking atop the whole level and jumping down to the final section from there.

Submitted(+1)

The hidden poster made me happy!

Developer(+1)

I'm glad you found it!

Submitted(+1)

you need to continue this. i am rooting for you.

Developer

Thanks! It was fun working on it.