Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

GUTTERPUNKView game page

Welcome to Gutterpunk, a twin stick shooter set in a dystopian cyberpunk city! Kill a guy and grab his gun!
Submitted by sirhunkzalot (@sirhunkzalot) — 2 hours, 54 minutes before the deadline
Add to collection

Play game

GUTTERPUNK's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#1342.1213.000
Audio#1391.7682.500
Fun#1461.6502.333
Overall#1481.7682.500
Juice#1481.5322.167
Visuals#1501.7682.500

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I liked the atmosphere and the idea, but I found aiming extremely inconsistent and enemies sometimes would take 1 hit and sometimes wouldn't die. Was there intentionally a spread put on the player's weapons? Didn't seem like something the game needed. Adrenaline also didn't seem to ever refill, just slow down in how fast it drops? Would seem to be getting shot at would increase adrenaline, or something... 

It's still a pretty solid game, could see it turn into a cool cyberpunky take on Heat Signature with some more time!

(+1)

Designer for the project here, I'm going to be pushing for more responsive controls on the character in the future because we've gotten complaints about it a couple times now. There was weapon spread put on the shotgun and minigun, but not the pistol or laser. That being said, I'm totally willing to revisit the concept and see if it's something we can consider another avenue. I've gotten reports from other people that they couldn't kill some enemies and we're currently trying to isolate what the issue might be. We're also aware of the adrenaline problem and it seems like the adrenaline is decreasing too quickly as is. We're discussing whether we want to increase the amount of enemies to reduce down-time and increase the opportunities to raise the adrenaline bar or if we want to slow down the decay rate on the bar itself. Getting shot at to increase adrenaline was something we wanted to include but had to cut last minute, but that was the original plan.


Ultimately, I'm glad you were able to see the concept we were going for though and I really appreciate your feedback!

Submitted(+2)

I did not understand that you can kill enemy on the first try but then it was pretty cool :)

(1 edit) (+1)

Designer for the project here, thanks for the feedback, I really appreciate it! Would a prompt on screen saying something like "Kill him" or something clarify that mechanic?

Either way, thanks for playing, my dude!

Submitted(+2)

It was pretty fun. I spent some time to manage controls and probably the adrenaline goes down too much quicker. The changing weapon thing is really a nice idea + Gj ^^

(+2)

Designer for the project here, thank you so much for the review! Any way you could clarify what you mean by having troubles managing the controls?

We've received other feedback about the adrenaline going down too fast and I agree. We'll probably tweak it in the future!

Either way, thanks for playing the game! Glad you enjoyed it

Submitted(+1)

I had difficult on controlling the player, avoid shoots and aim. Not so much, but some

(+1)

Ok, I'll see what we can do to make the controls a bit more responsive! Thanks for the feedback!

Submitted(+2)

I liked the idea that you have to kill more to stay alive. Maybe the hit detection could have been a little more forgiving. I liked the hologramy dancers they really helped with the atmosphere you were going for. I was hoping to get more feedback when I killed an enemy as well as when I picked up a new weapon.

(+2)

Designer for the project here, I'm glad you enjoyed the game! I didn't think about the hit detection issue, but you might be on to something! We'll look into it once the jam is over and possibly update it. We're aware of the feedback problems, that was an unfortunate result of last minute cuts to meet the deadline. In an ideal world some of the mechanics would have been a lot clearer. Either way, I'm glad you liked the aesthetic, I worked really hard on that with the tools we had!

Thanks for the feedback and playing the game! It helps us out more than you know!

Submitted

I liked the idea that you have to kill more to stay alive. Maybe the hit detection could have been a little more forgiving. I liked the hologramy dancers they really helped with the atmosphere you were going for. I was hoping to get more feedback when I killed an enemy as well as when I picked up a new weapon.

Submitted(+2)

I love the "kill a dude and get their gun" mechanic you got going on, but it might be nice to have a gun to start with too!

The gameplay does feel a bit choppy, and I can't tell if it's lag or weird screenshake. I like the visuals though, especially the outlining you did, good job! 

(+1)

Designer for the project here, I'm glad you liked the gun swapping mechanic! Do you think there's a way we could change the punch to feel more satisfying for the player? If not, we can revisit the start of the game once the jam is over and reevaluate how the player is equipped at the start of a run.

To my knowledge we didn't have a ton of issues with choppy gameplay. Maybe something we overlooked or maybe it's a screenshake problem like you mentioned. Thanks for bringing it to my attention, we'll start looking for what the problem might be!

Glad you enjoyed the aesthetic, we worked super hard on it!

Thanks for playing and giving us feedback, it helps us out a ton!