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Operation: One Shot's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #1641 | 2.698 | 2.698 |
Design | #1665 | 2.233 | 2.233 |
Overall | #1721 | 2.465 | 2.465 |
Originality | #1758 | 2.465 | 2.465 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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I had hard time playing this on my low end computer, but looks promising
game had many issues. Even if the dead / win state trigger properly, i cant see myself having fun firing gun on big target for long time.
Huh. Either this was seriously buggy for me, or it's mostly unfinished? The mines seemed to teleport me around but not reset the boss's health so...does that count as actually dying? The game didn't end when the boss hit 0 health: it just kept counting negative. The "beam" was a really slow-moving ball that just stuck to the boss and didn't seem to do anything.
It took me way too long to realize that the boss was up in the air. "People never look up", heh. But that's on me. Though maybe there's some way to do a directional flash of light or something that would point to him?
And 1000 health just seemed like too much when you were only doing one damage at a time. Even when I cheesed it and got him just over the corner of a building so I could stand there and just hold the fire button, it took what felt like several minutes.
And...now that sounds hopelessly negative. I actually loved the concept,and even in this state it was surprisingly fun to play for a little while. I could see where you were going with it. It just seemed like you ran out of time to finish it, or maybe it's just broken on my computer.
There was huge time constraints during the end, as Unity Collab gave up and didn't work for about 6 hours that time. If collab has worked as intended, there wouldn't be these many bugs...
Thanks for the feedback!
Ooh, ouch! That sucks.
Yeah, I know...
Firstly, some house cleaning. Please don't name your files 'Build', it makes it very hard to distinguish what the game is in my downloads, and when I'm unzipping, it makes it hard to find. Something similar to the name of the game makes it so much easier to download and play.
Now then, for the game, the textures and models were really good. Many people are commenting about unexpected deaths, and that is because the landmines don't disappear between deaths. I also managed to pin the boss in a spot that I just keep shooting, and he can't hit me. I stood in that position for a few minutes, and he didn't go down. Not sure if he's unkillable for the moment, or if I don't know how to damage him, but I'm sad to say I couldn't beat it. I tried camping the garage, which provided great shelter, but then he'd land mine the surrounding space so I couldn't get out. I also tried running, firing a few shots, then running further, but nope. I used the charged shot too, and still nothin =(
Sorry if I suck, but I had a good time trying to figure out a reliable strategy to damage him, but I might need more instructions on the inner workings of the boss to actually win. Maybe provide a more detailed explanation on the game page, that's where I go whenever I get stuck.
Yeah, the win state that we created couldn't be uploaded as Unity Collab wasn't working properly...
And sure, will name things accordingly from the next time!
The game was supposed to be run and gun, but while being careful about where you are going, so there were no "strategies" planned.
If the boss' health reaches a negative number, you have won the game!
Where is the bosses health? I didn't see such an indicator... Might have been rendering off the screen for me, since I'm on a relatively smaller laptop screen.
It should be at the bottom left corner, if you are playing at 1920x1080px...
As mentioned above, tiny laptop screen, so no. I couldn't see that on 1366x768
*smacks head*
So many bugs...
hehe, you'll beat them eventually
Yeah, hopefully...
Interested concept and great Job for doing this in two days, it's impressive.
I just don't understand why i'm dying sometime.
Really cool concept and nice graphics! I would spend more time on polishing, but overall great game!
I got to see this one played on sad_potato's stream, but when I tried to play it myself, it took minutes to load (including music playing a minute after I clicked play, then a minute of silence after the track ended), then froze when the big enemy in the air started shooting.
Still, the gun looks kinda nice. The hands holding it didn't looks so nice, but that's to be expected since human skin is hard.
I didn't hear the music on sad_potato's stream, but I feel like a thunderous and ominous track would've fit, since you've got a huge entity of some obviously supernatural sort bombarding a town.
What "froze" exactly? And yeah, we forgot to loop the track, because of time limitations...
Well, I requested the music guys to make something like that track, they didn't see that message and made this instead, and it kind of fit in with the game, so I left it like that!
The game itself froze. After some time I saw the mouse cursor show up with a busy icon. I think the game was trying to either trying to load something or taking too long to process everything. Either way, when I tried quitting out with alt-f4, a windows message popped up saying it'd stopped responding, so whatever the game was doing was preventing it from responding to windows events (as is typical if loading stuff or getting stuck in a time-consuming algorithm).
Hmm, you are actually the first person to have this problem, can you try again and tell me if the problem still persists?
I tried it again. The music still started playing before the game did, but loading didn't take anywhere near as long this time. I also managed to play fight the enemy this time. It's possible my computer was trying to do something in the background without telling me (which windows will do sometimes to my annoyance).
I think if you continue to work on this or make anything similar to this, the first two things I would suggest adding is an indicator that the boss is taking damage (either by adding a boss health bar or by adding some visual of the boss in pain) and a change in gun position when the player is shooting so that the gun is aligned with the player's shots (thus making the shots look more like they came from the gun).
There is an indicator of the boss' health on the bottom-left of the screen. As for the other things, yeah sure, we'll try to implement them next time!
interesting concept... this first prototype in 2 days deserves respect ..
Kindly, try mine and rate it https://itch.io/jam/gmtk-2019/rate/431948
Well, thanks!
Needs more polish, but congrats on managing this much!
If you want to check our game, here's the link: https://itch.io/jam/gmtk-2019/rate/463231
Thanks, and sure!
Concept is interesting and gameplay fun. More polish and it will become a very nice game!
This game have very nice atmosphere
Having one weapon and only one enemy is a great idea and I liked how you used the TF2 heavy lol.
Thanks for the feedback, but what did you mean by "you used the TF2 heavy"?
The main idea with one boss and one life came up well, the control of the character himself seemed somewhat not informative.
But overall a good job!
I do not understand why he did not die, health going to minus, but he still shooting me! :D
Shit. The boss didn't die? Guess there's a huge bug that we couldn't catch...
Thanks for the feedback though!
I’m not sure that I understood correctly what is happening, but from what I can comment on: I would think about movement of the character. The player is as if weightless. The jump is too light and the run is very fast.
It's playable, the design is not so bad, I played for 10-15 minutes. Maybe the boss was too hard, but I can't imagine anyone killing him really, it gets boring quickly. I died on the mines too fast and if there was some sort of radar with them it would have been easier. Or if you could shoot them.
We were about to do that, but there was no time left...
Thanks for the feedback!
Base idea is there and I kinda like fighting in an epic standoff battle against an overwhelmingly powerful boss but the mechanics need to be worked on. Dying constantly and respawning at random locations is very disorienting. The Charge weapon button wasn't working for me for some reason. These are the main things that bother me, but other than that you made quite a lot given the short amount of time you've had to complete this. Well done!
You have to hold down the charge button of a long time, and there is no SFX for that, so if you hold it down for enough time, a huge projectile will spawn there...
Thanks for the feedback!
I really like the general idea - it feels very epic. There's some really big problems that hamper the fun, though: it's too hard to tell what's going on and I usually have no idea why I died. The character keeps moving a good amount of time after you let go of the movement keys, which is especially troublesome because you need all the precision you can get when one-shot can kill you. And although you can shoot the incoming barrel-bullets to destroy them, the mines that quickly litter the battlefield can't be destroyed by any means I found - so the game becomes nearly impossible the longer it goes.
Yeah, I found that out after I have play-tested it later, will improve on that!
Thanks for the feedback!
Nice game, you managed to fit a lot of "Only One"s in there lol
Thanks!
It's clear that the idea was too ambitious for the 48 hour jam. The game feels just unfinished even for a game jam. But it's a good start to creating a bigger game.
Yeah, I realised that halfway through the Jam...
Thanks for the feedback!
I was a bit confused by the direction of my bullets, like it should have been more straight when it's shot, it feel like it's a bit lagging behind.
Also maybe a bit more info on what to do? Like I died I didn't even know why.
Otherwise it's a nice concept!
Your only objective is to kill the boss.
Your cause of death must be because of the mine-rain by the boss.
Thanks for the feedback, tho!