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A jam submission

SalvationView game page

Top down endless shooter
Submitted by FreezePeachStudios — 17 hours, 13 minutes before the deadline
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Salvation's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#323.7863.786
Theme#1613.7863.786
Fun#2463.4293.429
Music#2743.2863.286
Overall#3053.3573.357
Story#3292.6432.643
Mechanics#3463.0713.071
Aesthetics#4173.2863.286

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
2

Did you use any existing assets? If so, list them below.
OpenGameArt.Org Assets (Animated Top Down Survivor Player + Music) + Itch.io (Top Down Shooter Asset Pack) + freesound.org (Various Sound effects, CC modified by myself for EQ) + Kenney.nl (custom cursor .png)

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Comments

Submitted

I don't know if i somehow bugged it when i had to pause the game, or if it was like that since the beginning and i didn't notice at first: I've launched the game, checked out the settings and made it 1440p fullscreen borderless, then started the game, and after a bit had to pause. Since i was playing the HTML verison, the first tap on ESC took it out of the full screen mode, and when restarted the game I've noticed that where the shots were being aimed was at the top of the crosshair, instead of the middle of it.

The game is fun, but doesn't give you much of a chance to get surrounded, so if you line them up you can pretty much not waste a single bullet, kill them, and get enough time to reload. 

The overall design including the menu is very nice, and the sound effects and music match it really well.

Fun game! Cheers ;)

Developer

I think this has to do with how aiming is carried out. The pivot point of the player is the head, which looks at the cursor. The gun is offset by like 20 pixels. So depending on your direction of aiming, the bullets fall outside of the cursor. I do not have an idea on how to fix this other than by moving the pivot point to the shoulder, but this looks unnatural.

Submitted

Interesting, thank you for the reply, maybe someone from the jam has dealt with that and knows a way around it, in my case... sorry, i don't :(

(+2)

Great work by the dev team. Solid movement mechanics and really enjoyed the LOS feature really works for the story. Also loved the music choice excited to see where you guys go with this one it's got a lot of potential.

Submitted(+2)

Good music, solid shooting, potential for expansion here.

Developer(+1)

I hope so!

Submitted(+1)

Good movement mechanics. Felt easy to grasp and solid. Fit the story. I LOVE the flashlight. That was way cool! I tried to build a zombie game like this a couple years ago and couldn't get the movement right. Your game captured the feel I was trying to go for, but couldn't grasp. Can't wait to try it out in a future game. Thanks for the inspiration!

Developer

Thanks man I appreciate the feedback.  If you use Godot by any chance there is a motion smoothing function move_toward(current,target,delta) Where current is your current velocity, target is your target velocity, and delta is the change in velocity. Usually delta is some fraction of the movement speed, this gives the player the feeling of inertia. I do not know how this would be implemented in Unity or Unreal, but I would just google "<game engine> add player inertia" for more information.

Submitted

Great! Thanks for the tip! I will try that out. I am actually in the process of learning Godot. I forced myself to use it for this Game Jam to try to learn the basics, and I really enjoyed it. 

Developer(+1)

This tutorial covers the inertia based movement I mentioned previously, as well as being an all around solid tutorial.
Submitted

Why do I feel like I am killing Roombas?  In my head I am like Die vacuum Die....

Liked the shooting and the line of sight mechanic. Nice work

Developer(+1)

Well... I was going for a top-down view of the recon droids from Star Wars, but when they started looking like roombas I leaned into it and used a vacuum cleaner sound for their idle state. Lol

Submitted

I got all the way to the area with the red cross, but nothing happens. Am I doing something wrong or was it just not implemented yet?

Developer(+1)

So, the original idea was to implement health and ammo regen at that point. So you could “retreat” through the facility to that point, at the expense of having to fight to regain territory. In the end we couldn’t implement health and ammo regen so it remains an artifact of what we were aiming at. 

(+1)

Great job! Fun little game that definitely has the bones of a larger project. At the least, I would recommend fixing the power ups or adding a different weapon pick up. Other than that, really fun!

Submitted(+2)

Wow nice job! Loved the machanics and the visuals! The fog is a great addition to the war vibe. Good luck in the jam =)

Submitted(+1)

Love the war fog it adds to the game a lot

Developer

Thank you, adding that was the moment we knew this game had legs.

Submitted(+1)

Very solid work, especially for some new game devs. I ran into a few bugs (a room full of item pickups with no way to carry them, seemingly infinite ammo). I really enjoyed the sounds you used, and you did a fantastic job with your fog of war effect. As others have mentioned, some form of progression would really help push this game over the edge.

Developer

Thank you for the feedback. We had a little issue with scope creep and we 100% intended to have item pickups (health/ammo) as well as a limited ammo pool obviously with our original scope of the game. We ran into a severe bug on days 6, 7, and 8 where none of our collisions were working correctly and we couldn’t fix them no matter what. I managed to figure out on day 8 that our instantiated enemies were loading from an older scene, where the collision layer/mask was set to default 1 , 1. Had we not encountered this we would have been able to finish item pickups and possibly some particle effects. 

Submitted (1 edit) (+1)

Nice job!  Of course it would be nice if there was more enemies/weapons but the mechanics you have work well. A couple critiques : the enemy pathfinding is pretty easy to manipulate to get them stuck by the wall, and it's not very obvious when they actually hit you, a sound effect and some sort of blood particle effect or hit react animation would fix that.  Overall though, it's a good jam game.

Submitted(+1)

This game is better than "4 stars" but less than "5 stars" due to a few game mechanics. However, I felt it was at least a 4.5, so I rounded it up to a 5.

Bullets, as another commenter mentioned, did not shoot in the right direction, though after a bit you can get the hang of it.

I like the idea of escalation. That starting enemies could be one-shotted and then bigger and bigger enemies come. Either faster or takes more shots to destroy. Of course, this was a ten day game jam and I do not expect people to get everything into a game they think of, so for what you got here in that amount of time really just hits the spot.

I think your fog of war is pretty awesome :)

Amazing job!

Developer(+1)

Thank you for the rating and the feedback!  We are currently trying to fix the aiming bug. 

Submitted

Let me know when that is fixed and I will play again!

Developer(+1)

Patch was just pushed.

Submitted(+1)

I really like the gunshot sound! One criticism I have is that the bullets don't move towards the cursor, so it's kind of hard to aim sometimes. Other than that it's very cool! Nice work!

Developer

Thank you for your rating! We are working on a hot fix!

(+1)

really awesome game, love the ability to slice the pie so to speak when you go into a new room.