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A jam submission

RicochetView game page

A dungeon-crawler arcade game
Submitted by Resurge Studios (@resurgestudios) — 8 minutes, 33 seconds before the deadline
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Ricochet's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#17673.1383.692
Fun#23322.6803.154
Overall#24522.7463.231
Originality#27682.8113.308

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The player's gun is out of control will shoot by itself

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

Yes

We created all audio during the game jam

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Comments

Submitted

I really liked the concept and had fun playing it!

Other commenters have pointed out that the rebounding bullets are quite hard to see, and that it seems odd that they don't hit the slimes once they ricochet. While I don't necessarily think they need to be able to hit the slimes, the ricochets are rather punishing as it is. By combination of the speed and low visibility, the ricocheting bullets don't become a hazard, more just something that will eventually hit you. I actually think it could be improved by slowing the ricocheting bullets down, so that there's time for the player to account for and dodge them.

Submitted

T'was fun arcade game, I loved how visually polished the game was.
And the whole ricochet mechanics was great too, After few missed shots the game gets out of control pretty quickly and I think it fits the theme great and I LOVE this kinda' chaotic gameplay. (despite my poor eyesights can't see what happening there XP)

The problem I had was the visibility of ricochetted (not sure if this is a proper word though) bullets; Maybe adding an outline to the bullets (like what they do in the Enter the gungeon) would help it's visibility?
Also, not being able to kill the slimes with the ricochetted bullets was a bit confusing for me.
If you're going to continue on developing with this idea, I recommend you to tweak it so that the more bounces your bullet performs, the more 'trickshot' bonus the player would get for killing the enemies with it.
That way you could embrace & encourage the players to utilize the main ricochet mechanic AND reward the players for taking more risk -- leading to more interesting gameplay.

Also another (nitpicky) feedback is that the map seemed too 'tight' for the players to dodge the bullets ricochetting around!
Maybe you can include more negative spaces / 'safe zones' on the map to make the gameplay balance more fair. (perhaps you can also make it into some sort of difficulty option & let the players to select one from wide range of maps?)

But overally, I think it's quite a fun arcade game with a good amount of strategy (where you have to consider where you're shooting at & it's consequences) mixed in & It's very impressive considering that this was made in a span of 48 hours -- And oh boy, this game OOZES WITH SO MUCH POTENCH'!

You did a really great job y'all, you deserve a good ol' glass of choccy milk because y'all are truly an epic developer team.

Submitted

This is fun. My only problem is that the bullets that bounced off the wall already aren't very visible. (red dot on brown-ish floor) and could do with an outline or so.

And I don't know how I feel about the fact that they also can't hit the slimes anymore but I'm guessing that's intentional.

Submitted

Fun, and great art style!

I kept wanting to go for rebound shots on the slimes - it might be cool if you were allowed maybe 1 shot on a wall and still damage them. It also gets very hectic once you miss one shot (inevitably followed by more), so it might be cool to get something like 5% of a heart back per slime, or for shots to eventually disappear once they've hit X number of walls.

Developer(+1)

Thanks a lot for your feedback! In terms of bullets and whether they impact enemies, we were a bit conflicted, but in the end we decided that it would make it too easy for the player. I do agree that it might have been improved were the bullets to disappear after some time - and if we continue to work on the game, we will definitely keep that in mind!

The basic idea's fine, but there wasn't really much stopping me from standing still and letting the slimes come to me, which I imagine isn't really the playstyle you envisioned.  If you take another pass at this maybe look for ways of forcing the player to move.

Developer

Admittedly there wasn't much we could do to stop the player standing in the corner and letting the slimes come to you, but 1) you will eventually miss (unless you are really good!) and die 2) I can't imagine it's much fun for the player - so they might want to experiment with other play styles. Thanks for your feedback though!

Submitted

Solid use of sound, even if it is minimal! The game could benefit from a check to make sure that slimes don't spawn under the player - I could reliably keep everything under control until that happened, at which point there was nowhere for the bullet to go, and I'd get hit again. Therefore most runs tended to end once two slimes had spawned underneath me, and the newly wild bullet eventually hit me.

Developer(+1)

Thank you for your detailed review - we will definitely be taking that advice into consideration! We would have spent much longer on game balancing and playtesting if we'd have the chance, so I'm sorry it wasn't so polished. I hope you enjoyed the game anyway!

Submitted

Really fun concept with great artwork! The sound that plays a split second before firing helps alot with timing too. One of my favorites of the jam so far.

Developer

Thanks a lot for the feedback - I'm glad that you enjoyed!