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Swivel on It!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1185 | 3.152 | 3.152 |
Overall | #2253 | 2.829 | 2.829 |
Presentation | #3041 | 2.600 | 2.600 |
Originality | #3068 | 2.695 | 2.695 |
Ranked from 105 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?
You sit in an office chair with no way of controlling it. You can only move by using the recoil from your gun, which you cannot stop shooting.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
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
tasty, tasty brains!
Love the audio you chose :p
I love the games humour. The gameplay is simple and fun. The game could have been better optimized, but it is okay for a jam game.
Thanks! In hindsight I think trying to spawn individual zombies may have been a bad idea. Having a bunch of them trying to find their way across the map is pretty resource-intensive, whereas I could probably have got away with spawning a single "horde" object and then replacing that with a bunch of zombies only when it got sufficiently close. I couldn't guarantee a quick player wouldn't just scoot away from those, but it would mean far fewer enemies plotting a route through the entire maze of buildings.
I beat the game by just cornering behind the top right spawner, so maybe spawn more units the closer to the spawner the player gets? (or the longer the player stays in a certain area to avoid camping)
I was hoping that enough zombies would swarm in from other spawn points that sitting on just one wouldn't offer that much of an advantage. In practice, it seems they aren't good enough at finding their way to the player from across the map. I'd like to encourage the player to stay away from the walls in general, though, so possibly backing into one should scatter bullets more randomly. Currently the character only shoots within 90 degrees either side of where you're aiming while in contact with a wall, which in hindsight still averages out as a useful cone of fire given that the zombies take a while to close in.
Thanks for taking the time to try that out, by the way! I think I got into the habit of sticking mostly in the central area while testing this (since I wanted to confirm the helicopter was flying in as expected) which doesn't appear to be representative of how people are actually playing it.
It's a Fun game!
Very satisfying gameplay loop.
Really liked the setting and the voice lines, good work.
It's really sastisfying when you win! :))
Funny audio, the game overall is quite simple but really fun! Great job!
Simple but fun!
Super fun!!!
So I see that Last Man Sitting is finally out.
Yeah, that was quite an inspiration!
Nice game! The audio requires polish, but the idea and the core mechanic is well done :)
Thanks! The audio could really have done with another hour at least. I spent pretty much the whole first day just getting the chair movement down, then most of the second day working in the zombies and tweaking the difficulty, and then I started recording. The version I uploaded as an initial placeholder (apparently an hour and a half before the deadline) had no voices at all, so that's the sort of timeline I ended up working to.
ahahah looks like we had the same idea! Nice!!
I get the impression that the whole shoot-to-move thing has been a popular option for this jam. :D
Really fun to play, but felt like it needed a little more. Thinking maybe boss zombies or other humans that you need to rescue on your chair. Overall a positive experience though.
Yeah, I very nearly threw in some research folders or something you'd have to scoot around and collect but there wasn't time in the end. Having other humans would be fantastic, though! Now that you mention it, I can imagine stacking them visibly on the chair once they're rescued, Katamari-style.
Good implementation. I would love multiple weapons that change randomly to add to the out of control part :D
That would be amazing! Thinking about it, a really neat option would be some kind of laser gun that can shoot through a bunch of zombies at once but provides no recoil at all. It would be devastating in narrow corridors and a massive hindrance anywhere out in the open. I can also imagine having the opposite: some kind of hand cannon that's way less effective for taking down hordes but provides a huge kick backwards every time it fires.
Do it! You have the ideas now!😊
I actually might! This was a pretty quick effort even for a jam game. It would be good to get together a slightly more polished version with a few more features.
Coll game! and funny, thou the aiming was very weird and i got to 3 fps idk why.. didn't happen for me with any other game. (just saying you can play my game too just saying)
Who wouldn't imagine themselves sitting on a office chair roaming through the cities firing a machine gun? Hope there's a goal for me to race my chair through.
Love the sound Effects!
Brains? haha fun and one of the easier games of the submissions. Also the dialogue gave me the Baldi's math class feel, which was kinda creepy? Nice game!
Fun idea and I played through the whole game. It was a little hard to tell how much life I had, it got a little repetitive, there was some performance issues.
Glad you managed to make it through despite the issues! I had some problems with lag myself while testing it and although I more or less eliminated it on my machine, based on the feedback here it seems it's not running smoothly for everyone. The effects to indicate how much damage you've taken could probably use some adjustment too: currently the saturation of the game's colours directly reflects the player's health (so 50% health is 50% saturation), but given that it's impossible to put an actual number to what you're seeing on screen, it should probably go full greyscale at around 20% and play a heartbeat sound for good measure.