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Scaling Up Industries's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #75 | 3.551 | 3.551 |
Audio | #117 | 3.327 | 3.327 |
Overall | #131 | 3.408 | 3.408 |
Graphics | #186 | 3.265 | 3.265 |
Theme interpretation | #322 | 2.408 | 2.408 |
Innovation | #338 | 2.265 | 2.265 |
Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/Raccoon-Formality/Scaling-Up-Industries
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Comments
Very solid retro shooter. Performance was good for me, even on webgl. The soundtrack is a great fit and really helps to sell the retro feel as well. The lack of a death animation was jarring but also contributes to the retro feel I suppose. The only real issue I had was that you would get shot the second a door opened often without having a chance to react, and at one point on level, 3 I think?, I had someone actually shoot me through the wall as soon as I opened a door. But otherwise, fun game and you really nailed the look and feel of a classic fps like Doom.
Good fun and really brought the the old school Gamecube kind of feel (as well as Half life / Team fortress). I would like to have made it further as mentioned some of the enemy AI and placement was punishing. It would have been cooler to have some additional train carriages at the start (i looked for them - or explanation if single was intended). I think this would only add to the strong start and perhaps you could hide an better gun for explorer types :)
Rate no. 22
The good stuff:
- Good sound design, SFX are funny and they fit the "quirky" nature of the game
- Settings shows the % which is a really nice detail
- Consistent style throughout the game
- I liked the corner peeking stuff with that bacteria thing, but I feel it's a bit too unforgiving
Stuff to improve/fix:
- Enemies are unfair, they can shoot immediately when they see you
- Enemy AI doesn't stop in pause screen
- Enemies can start moving towards you before they are even accessible (sometimes?)
- The game is slightly too random sometimes, like I would need an explaination for the first boss, and why is the last boss a moth?
- You should spice up the player movement just a little bit; I would add sliding because you already have crouching so it wouldn't be too much work, and would make the game a bit less monotonus
- Oh also, the theme doesn't quite fit; adding it mostly to the story isn't enough to convince me
Overall, a really fun game, I enjoyed it but needs a little bit more work.
Thank you, I really appreciate the thorough feedback over just saying "nice game, plz rate my game".
So, to address some of the stuff that needs improvement lol. The enemies were programmed by David and I was doing basically everything else and we weren't the best at communicating what we were doing so that's why the enemies are kinda broken lol. They can see through walls for navigation and don't stop when the game is paused. I basically just went back to make sure they didn't shoot while paused or out of range and didn't do anything for the navigation.
The randomness was kinda part of the design, the enemies are supposed to be aliens so the environment was supposed to feel alien but I wanted to add like notes or something to indicate what the story was because that context is pretty unclear unless i like told you lol. Which isn't good game design.
For spicing things up and why it felt pretty similar throughout the whole game. We had ideas for things we wanted to do at the beginning, like the train was supposed to go into some kind of shipping area with floating platforms and rigid-body boxes to climb and get into some kind of vent. We also originally wanted to have some kind of Superliminal mechanic in the game but I tried to get it working and it turned out to just be too much of an undertaking for me to get working. We also wanted to have a section where a couple floors were blocked off so you had to suction cup off the side of the building or take like one of those window cleaner carts up the side.
Most of these things didn't come to fruition because we simply didn't have the time. We were in week 3 of the jam and barely had a game, it was bad lol. For context, levels 5-8 (the ones with the ameba) were all made on the same day which was like three or four days before the game was due lol. We barely had any time for playtesting and I really think we scoped too big on this project for the amount of time we had lol.
However, not to say i am unhappy with what we did make, I am extremely proud of what we were able to make given the time the fact that this was my first time working in a team and everyone else in the team hadn't done a game jam before lol. but yeah, could have definitely done with a LOT more polish.
Could be kinda cool if we were to go back and make like a better version but i dunno, we are all pretty busy and I've mainly been focusing on smaller projects. Maybe if we could find like a publisher to handle all the money and legal stuff for us we'd do something bigger.
anyways, i'm just rambling now, thank you for playing our game and for the honest feedback! we really really do appreciate it.
Thank you for the feedback, Nitro-Gen Studios!
We had a variety of different experiences and backgrounds among the members of our team.
We got a basic shooter game working and when you do that, a whole world of possibilities opens up. What do you improve on, AI? Weapons? Movement? Level design? Gameplay style? Powerups etc. And after getting the basic shooter game working, we were focused on just finishing a fun game.
Thank you for your reviews!
This is hilarious! :D Very fun to play! I just think it needs a bit more polishing :)
Glad to see you fixed the bug where the enemies could not see you if you were crouching ;P
While it was hilarious, it did make the game way too easy.
Awesome seeing an FPS made with Godot! I wasn’t able to look around using an xbox controller, might have just been a me problem, but I was able to enjoy the game using mouse and keyboard. Nice controls, and a fun concept. Well done!
Very very good game, really smooth with the movement and with a satisfying shooting
Keep it up, guys!
A great and fun game overall. It looks simple, but you will realize the good level of polishing once after playing it. The control and aim is surprisingly smooth. Levels are challenging but reasonable and interesting. Good job!
PS. Really interesting design on the laser room.
this was a nice touch
In terms of fun I had playing, this was one of the top of the jam
Solid game, though pretty easy. Love how the music has bits added to it as you progress through a level. The bosses were unique.
Very cool! I don't even know what to say about the first boss LOL.
Some things that I personally think that can improve: the doors and buttons can be activated by far away, and it causes a weird impression at first. When I ran out of ammo in the first boss battle, I just made the boss go to the wall and punched it, because the enemy's attack won't hit me, so it was kinda too easy.
Didn't get very far but pretty fun. However the enemies have very good aim but the feel is nice.
Amazing quality considering the time constraints. I’m not great with FPS games but I still had a lot of fun (although I had to punch the first boss to death because I ran out of ammo). BGM/SFX kept me on the edge of my seat. The art style captured early FPS games well and the intro sequence really set the scene. It would be even better with more polish, especially with the UI and level transitions.
You guys must have been really well organised to get that much done in a month.
This is a very ambitious game! You should be proud of yourselves that you managed to finish such a big project on time! Great job!
It does feel a little bit unfinished at times with big open areas, billboard enemies and very sudden level transitions. Still, the game is functional and fun, I didn't encounter any technical issues and had a blast playing.
As for things that could have been improved without massive time investment, I think that the section with the ghost is too long, it's like half a game long... I would prefer more levels where I get to shoot bad guys. 😁
Good luck with your future projects!
The music is so intense but the jumping sound effect is so goofy XD. There is so much content in this game, liked the level design very much. The gameplay is simple and fun. The saving mechanic is good, each level is not too long. Good Job!
Loved the vides of the game!! Good job
It's a fun game which reminds me of playing several FPS on N64. The opening scene is cool, a nice to have a 3D in the timeline.
really fun, fast-paced FPS with simple control / gameplay mechanics that don't come in the way of the atmostphere - awesome music + retro N64 goldeneye vibe graphics, really fun switch from regular guys to creepy slimes! Appreciated the fact that dying wasn't too far back of a reset, it was really fun to take down enemies while they were looking away, and going around every corner with a sense of fear from the slimes was really great too. Overall really great game fully focused on fun, with some fun bosses to kill as well.
Awesome job to the whole team!
Loved the retro art style. Decent controlling and level design. I really enjoyed playing it.
Love the goofy sound effects, shooting also felt very responsive. Music is good. The train intro reminded me of Half-Life. Overall very fun.