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GunPowder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
FUN | Was the game satisfying to play or did it bring you joy | #16 | 4.294 | 4.294 |
Overall | #80 | 3.494 | 3.494 |
MOOD | Did the game have atmosphere or make you feel something | #104 | 3.382 | 3.382 |
VISUAL | Did the game have nice graphics or art direction | #123 | 3.500 | 3.500 |
AUDIO | Did the game have great music or sound design | #126 | 3.235 | 3.235 |
IDEA | Was this game super interesting or innovative | #162 | 3.059 | 3.059 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Let people know how long you've been working on the game
Started learning game developing since October.
Been spending many hours every day on this game since November.
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Comments
Really nice game, I needed this aiming challenge.
I like how you use your main mechanic (shooting) directly in the main menu, it's a nice touch.
Managed to get wave 6, died directly at the boss. I could not avoid the projectiles, but maybe we can destroy them and I did not notice.
Well done!
Good to know that you like the game! Yes, the projectiles are unavoidable, the only way to stop it is by shooting at it. Thanks for letting me know that it wasn't clear for you, I'll try to communicate it better.
This was really satisfying and fun to play. Especially at the beginning of a level I was standing in the center of the level, watching the black circles of where the enemies would spawn, and then just bang-bang-bang picking three or four enemies of in quick succession. That was really satisfying when I did it ^_^
I think this game was created very well gameplay wise. For example, the fact that you can walk around and shoot a bit in the main menu is great, because you can see the controls and try them out. This way you wont be surprised during gameplay. The only thing that was a bit confusing to me at first was the special, because it was different each time I used it. Eventually I figured out is was randomized each time, and that the little symbol above the lightning bolts indicated it. Maybe it would be nice if you could practice this in the main menu as well?
Otherwise I think this was really good and a lot of fun! The difficult scaling was perfect, and the upgrades were very impactful, but not overpowered. Great balanzing overall! The boss was very difficult for me, and I did not manage to bit it, but to be honest I think that is fine. The final boss is supposed to be difficult :)
I see know that you started learning game development only three months ago, in which case this is even more impressive! I think you already have a great grasp on important things such as player feedback, difficulty scaling and balancing. Really well done and good luck with your further game dev journey! ^_^
Thanks for the feedback. I'm happy to hear that you find it satisfying to shoot multiple enemies quickly, I like it to :) Letting players try powers before starting the game could be a good idea, I'll try it.
For the final boss, was it clear to you that you could not avoid the fireball attack and the only way to stop it is by shooting at the fireball? some people seem to have problem with this, I'll have to work on that too.
Yes I only started learning in October, this one is probably my first original game. (still need to follow step by step from a lot of tutorial videos though :P) Thanks for all the support from everyone, it is really encouraging for me :D
I did realize I could shoot the fireballs to stop them! I did not realize at first, but at some point it felt natural to just try shooting them. For me this made total sense, and I did not have a problem figuring this out at all :)
I often just put all my upgrades into movement speed, but maybe I should have put a bit more into reload time. When the boss began I was usually also at one or two lives, so there was not a lot of room for mistakes. But as I said, I dont think of this as a problem. It is okay for a game to be challenging :)
Haha, needing to follow tutorials makes total sense! I have been doing game dev for quite some time now, and I also still follow tutorials if I want to learn about certain features of Unity. However, I think it is great that you try to make your own original stuff! This is what is most fun for me, and you can learn a lot of things from it. ^_^ I am happy to hear that you find peoples comments encouraging! This is one of the greatest things of a gamejam for me. Just hearing from many other game developers and talking about gamedev :D
Sorry for the long text, haha. I am curious what you will make in the future! :D
Nice, polished game that plays well. The progression is great, the graphics are neat, the sound fx and music are good. I enjoyed it tons :)
Thank you very much !
Cool game! the shooting felt fast and satisfying and the increasing difficulty of enemies was well thought out. being able to gradually make the player more powerful by letting them choose the rewards was a nice touch! Fun to play!
Thanks for playing. I'm glad that you like it!
Cool game!
Thanks!
Very fun and very accurate, with a rich shooting system!
I would have liked to have two gifts at the end of the game, a heart and a bonus. At each turn I had to heal myself, so the end was approaching.
Thanks for the feedback. That's a good idea for reward after defeating the final boss, I will try it.
Really fun game! The combo system to unlock the power up was rewarding especially clearing out a whole wave flawlessly without missing a single shot. That boss definitely gave some trouble but over all really good job. I want to learn more about the cowboy character and why they are stuck in this dungeon fighting waves of beasts!
Thanks for playing the game. I also enjoy clearing the wave flawlessly, good to know that you like it. The lore in my idea is that the cowboy is a bounty hunter fighting his way to find the final boss in a world where human and aliens share the same planet. I hope that this is a satisfying explanation XD
Very fun! I didn't realize at first you could use the "shift" key to reload, but even that felt strange. Maybe add "space" to reload as well? Great work!
Happy to hear that you liked it!! space key to reload will be a nice and appropriate addition, I'll add that. Thanks for the feedback!
This was pretty fun! I had a lot of trouble with the eye boss, then got to level 9 after beating it. I found the best strategy for me was to just improve the reload speed, at least in the beginning.
Thanks for playing! I love hearing from players what their upgrade strategies are. Looks like reload speed is everyone's favourite!!!
Had fun with this, gameplay was enjoyable and the powerups added to that a lot.
Thanks
Great game. Well balanced with multiple power-ups and both boss-fight and endless wave system.
Thanks :)
I really like the sound of reloading ammunition. Good game.
Thanks. I'm happy to hear that you like it.
This was balanced super well -game play ramped up well and was challenging and felt great to play. The cool down timing of the shots felt too slow to me at first then started feeling the rhythm of the game pacing by the time the lil meat bug looking things started appearing xD -liked the items between levels too-cool game!! :D
Happy to hear that you like it!! By cool down timing of the shots you mean how fast enemies are spawning ?
Thanks for playing the game :)
:D and meant the duration between shots -but the more I played it the more I liked the gun's timing!
great job on this.
at first i thought it was a bit op to just get reload speed (still might be tbh) then I died to the boss and was like, ah I need some movement speed too. then i started understanding the powers and realised there was a lot of smart things in this game.
the gun enemies you need to shoot also giving you back ammo is super smart. slowing down for a bit after shooting to make it a bit committal, also smart.
time to give it another go
Thanks for playing the game. I had fun reading your story on how you try different tactics. I'm still figuring out how to better teach new players how power works, so I'm glad that you understand it.
Yes, slowing down after shooting is to reinforce commitment and quick firing (like a gunslinger), if you shoot in quick succession, you won't be slowed down as much as shooting slowly. Thanks for noticing it.
This was really addictive! Nice mix of cuteness and gore!
Thanks for playing! And thanks for calling my art cute XD
nice game!
i especially enjoyed the sound of the combo building up. so satisfying! :D
Thanks for checking the game out. It's good to know that you enjoyed the combo sound!!
Game was fun to play and the visuals were well made. Not much to say other than it was good. Reminds me a lot of roguelike shooters.
Thanks for the comment. I thought about making it a roguelike shooters too, but it is too big of a project at the moment. Maybe one day I will have a go at it.
Nice work! It feels very nice to play, sfx are great too. As somebody mentioned earlier, some tricks can be added to improve the impact of the shots. Screen shake, recoil on enemies, flash or palette change would make a big difference I believe. But overall, nice entry! Cheers!
Thanks for the feedback. I thought that adding screen shake will make it difficult to aim, but it actually adds so much impact and improve the game a lot!
the game is really excellent, good feedbacks, good flow
interesting rewards, we want to play it again.
the idea is very classic but it worked well on me. I love games like this, dynamic, with interesting power ups.
It feels really strong when you use the ray gun. That's a yes.
Thank you!! Happy to hear that you like the game. By ray gun you mean the powerup that shoots rapidly for about 1 second ? Thanks for letting me know that you like it, I will see if I can do anything to improve on that.