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SoloSS's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #2347 | 2.678 | 2.933 |
Overall | #2473 | 2.739 | 3.000 |
Presentation | #2741 | 2.739 | 3.000 |
Originality | #2963 | 2.739 | 3.000 |
Ranked from 15 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?
SoloSS is a TwinStick Shooter where you can't control the second stick - so your aim is "Out of Control"
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?
No
We used pre-existing audio
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Comments
Really fun game! I loved playing it, but I'd have like more shots per second. With a fewer lives and going crazy with the spells would be a blast!
I liked the idea. After realising how my own flames hurt myself it became apparent that I shouldn't be too close to the walls! I think you could have gotten away with having the flames last a bit longer as I felt they died off too soon before they had a chance to reach an enemy. It would make dodging both of the flames and the enemies a lot more intense. Overall though good effort!
Wonderful idea. It's fun to see how taking something away from the player can totally change the way a game plays, losing the second stick is a great exploration of twin stick shooters!
Very cool! Nice polish. I did have a lot of fun playing this, it's one of the more fun examples of "you literally can't control your character" I've played this jam. I would say, there are some frustrating elements.
I'd suggest giving the player a few lives for his fireballs, not necessarily enemies. This is especially needed when near walls, which can randomly be insta-self-kills. Also, showing the ransom direction of the next attack could be useful, like the next tetromino in tetris.
Also, please increase the hitbox size on the enemies. Just grazing their feet is quite frustrating!
All in all, good job! I had a lot of fun playing this, and I hope you had fun too!
Thank you so much for the feedback, as it was my first game ever made I'm really happy that some people enjoyed it as much as I did! The idea with showing where the next fireball goes is really clever, if I find time to work on the game I'll implement that for sure.
Also will make the hitbox bigger. I'll take a look about the health suggestion but I guess like the idea with showing where the next fireball will go could already fix this issue.
Excellent first game!
I think you could have removed the cooldown between shots and let the player go crazy at their own peril (with an increase in the number of bounces the projectile has). Also you could have put the restart button on space to make it easier to have another try!
Otherwise good theme for the gamejam.
<3 to my fellow godot user.
This game does indeed fit the theme very well.
Perhaps a bit too well, as it's incredibly hard to rack up a high score since you have so little control over anything other that movement and when to shoot.
Maybe adding in a few extra mechanics to the game such as semi-random aiming (i.e. you can choose roughly which direction to shoot, but the spell bends into a slightly skewed direction), or a wider level to explore so that the player isn't as prone to their spell bouncing back into them when they are anywhere near a wall.
Apart from that the idea is solid and could definitely prove to be a fun timesink with more variety to the gameplay!