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A jam submission

Gear : PrototypeView game page

Submitted by Cevelean (@OneCevelean) — 2 hours, 46 minutes before the deadline
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Gear : Prototype's itch.io page

Results

CriteriaRankScore*Raw Score
Controls / UI#572.8873.333
Sound/Music#582.8873.333
Art / Graphics#593.1753.667
Overall Fun#682.5983.000

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre #1

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Rating #2

Family Friendly

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Comments

Jam Host

Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

We don't normally see platformers like this, so it was nice to get a jump and shoot game. As a prototype that you whipped up in time for this event, it works functionally well. As such, my feedback is going to be derived on the idea of where to go with the future direction of this project.

First, make projectiles exist for the player attacks. Even if they're ridiculously fast, something the player can follow to get an idea of their attack range is good. Actually, speaking of this... since the game's design is that the suit is supposed to be important, why not tie IT into the combat more? Instead of shooting guns, what if the suit produced shots from the hand? That way, you have an excuse for bigger projectiles. You could also use this idea for dashing, where the suit radiates energy that deflects attacks and harms enemies that you dash through.

While your movements speeds are pretty much in tune with classic platform shooters, it feels weird due to you using 3D models. So make sure those models get worked on.

The sound effects and music were incredibly loud. Lower their starting volume.

Double jumping is a lot of fun. Make it go higher. Also, make the dash longer in general. If you want the dash to be able to dash through danger walls, it needs to be at least 1.5 times as big as any danger wall you would give, but right now it's barely bigger.

I'm seriously looking forward to this. I hope you keep it going!

Developer

Hello, thank you for trying out the game! I am interested in watching the video, so feel free to send me the link once it's posted.

Jam Host(+1)

Here is a link to the VOD.

Submitted

Definitely a bit trickier with the controls as I didn't have my controller on me, but by the end of the tutorial I was starting to get a hang of the keyboard controls. The concept is solid and the blend of fighting game-style combos and sidescrolling shooter seems pretty solid. My biggest feedback would be that the tutorial is a bit too hard for a first experience, and that might turn people away. That's largely due to having the first combat encounter be that many enemies and a combination of ground and aerial which sort of throws you into the deep end of having to figure out how to deal with both. The enemies also have more health than I would like, as it felt like I would have to throw tons of attacks at any target to actually take them out. Both of those combined makes for a relatively brutal tutorial. I think that could be a good fit for later in the game but if you start the player off by fighting like a single melee enemy, then a melee enemy and an aerial enemy, etc I think you'll be able to keep people engaged for longer. Overall though, solid foundation here so nicely done.

Submitted

Difficult to play with the keyboard and to remember the keys. Maybe during the tutorial the keys could keep displayed on the screen ? Also, maybe you could specialize the tutorial with respect to the input selected by the user ?

I could not finish the tutorial, but I will give it an other try later. Best wishes.