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A jam submission

Split ShotView game page

Out of Control Action Shooter
Submitted by n8dev — 1 hour, 13 minutes before the deadline
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Split Shot's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#10333.5473.547
Fun#13263.0933.093
Overall#18013.0003.000
Originality#40272.3472.347

Ranked from 75 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?
Massive clusters of enemies, creating more enemies, create an out-of control feeling

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

Viewing comments 20 to 1 of 34 · Previous page · First page

Really result taking into consideration it's a Jam! It's polished, it has sounds and it has nice controls. More ways to play (power ups, different enemies and levels) will definely transform this game into something. But now tell me... what did do the rectangle to let all those swarms of triangles so pissed off?!  >:(    hahaha

Developer(+1)

Thank you for playing! More enemies, powerups, weapons, and other stuff like that were on the agenda if I had time, but I didn't get to them. The rectangle was bragging about how he had 4 sides and that made the triangles feel bad, so they decided to all gang up on the rectangle

Submitted(+1)

Congrats on finishing a game in such a short amount of time! It looks fairly balanced in terms of how much polish there is in UI, visuals, audio, gameplay and so on, which is quite impressive for a solo game. 

In terms of gameplay, the various mechanics of the game make it so that the optimal strategy is to herd the triangles around the stage, all while mostly looking at the minimap (a harsh lesson after a massive triangle ganked me out of nowhere)... which is possibly not where the game is most fun at; there is not too much difficulty ramp up once you use this strategy (while faster and bigger, the enemies still pose little threat).

Another thing... I didn't like how the bullets felt; possibly a mixture of the shooting sound effect, their spread, and the lack of oomph impact on the enemies. Mostly the shooting sound effect though, which the player hears constantly throughout the game.

Still, it's quite solid as a game, which is quite hard to get in such a short amount of time. Good job!

Developer(+1)

Thank you so much for all of the feedback! I had planned to (and still might) add more interesting enemies, powerups, weapons and such. I see what you mean about the bullets not feeling powerful, I have had a couple people say that they wanted more bullet speed, and I will for sure take that into account when updating this game. I'm not sure what to do about the shooting sound, do you mean like you want less of it? Or more variation in/different sounds? I could very easily tone down the shooting spread, I included it to add some realism, but I think toning it down could benefit the game. Getting back to the 'main strategy' of the game as you described, to combat that I think I could add some ranged enemies, forcing the player to take cover and be smarter about where they run to, but I would like your input on that. Thank you for playing :) this was my first game jam, so I'm proud of what I ended up with :) 

Submitted(+1)

As for the bullet sound... it might be the volume, or me just not liking the sample. The thing with these sound effects is that when they're great is precisely when you don't notice them, and they still feel nice. The spread is alright, to be honest I think it does fit the game, but it's part of the elements that make the bullets not feel "strong" or "powerful", which is ok if that's not the feeling you're going for. With more powerful bullets one might "choose to make a last stand", instead of "running away and shooting behind you".

In terms of games like these, and some related genres, each enemy type can serve a specific purpose; an enemy that always follows the player is one that forces the player to move away from them, especially if they are hard to get rid of like in your game (since big ones create small ones when they're defeated). A very simple enemy type to add to compliment this is the stationary enemy that literally does nothing, or an enemy that just walks randomly (in circles, in a line, etc). In any other situation they would be completely useless, but in a game where the player is constantly moving away from a horde of enemies, enemies that don't move towards them tend to get more in the way of players, and they have to focus on dodging them while running away. There's other enemy types that you can use for various reasons, such as area denial, making the player stay still, making the player dodge side to side, etc. Eg: what purposes could an enemy that shoots bullets at the player serve?

One of the other things allowing the "main strategy" is the arena itself having borders. Walking in large circles very close to the border is very safe since enemies will only spawn within the arena and will naturally join the horde you're herding. You could either remove the borders, make it so that the player doesn't want to get anywhere near them, or incentivise the player to go near the center.

In any case... This was a very solid game for a game jam, it's really impressive that this is your first time making a game in such a short amount of time. Jams require really good time management, learning to prioritize things, and so on, and you've proven you're good at all of these.

Developer(+1)

Thank you so much for all of that! I think an idea for the game might be to start with a bigger map, then have a storm or ring, like in a battle royale. Adding on to your idea of a stationary enemy, I think it would be cool if the walls scattered throughout the map would occasionally turn in to enemies that pretty much act like walls. My thought behind the somewhat 'weak' bullets, was that because I figured that I wouldn't be able to finish multiple enemies in the time given, so I didn't want the player shooting from a huge distance and not getting up somewhat close to the enemies, having the risk of the player being damaged. Thank you for playing, and for all of the incredible feedback, I wish you luck in the Jam, I'm about to play your game, so I'll try my best to return the favor :)

Submitted

Looks and sounds great! I like the progression, that they split to more and more enemies. I do find the gameplay a bit uninteresting though - I just hold the left mouse button and move away from the enemies. Maybe there could be a reason for me not to shoot - faster movement speed for example. Well done on making everything alone in 48 hours! Wow!

Developer(+1)

Thank you so much! I focused more on finishing the game, then I did adding features that I deemed 'not necessary to finish the game', so more enemies, weapons, and some powerups were on the list if I had time, but unfortunately I didn't, but thank you for the feeback!

Developer(+1)

Also, the enemies do actually get faster over time, they just do so in small increments every 30 seconds or so

Submitted

I liked the feel (music + visuals) and the fact that you shoot many bullets, it makes up for funny

I would probably make the enemies harder, like faster, and add some extra skill/powerup to the player, such as a Dash or a screen bomb, just so you have more decisions going on. And the minimap could be a key on showing the powerups locations

But anyways, good feelings! The minimap 

Developer

The enemies do get faster and deal more damage over time, I would have added powerups, but time didn't allow for it. Thanks for playing!

Submitted

When the enemy life bars became as big as the platforms, I knew I was done for.
Good stuff!

Developer

:) thanks for playing!

Submitted

Nice Game. Good Concept.

Developer

thank you!

Submitted

It gets very dangerous very fast 😧. Good job !

Developer

Thank you!

Submitted

Cool! In fact, your game is very similar to mine. Take a look if you want. =)

Developer

Sure! I'll take a look

Submitted

Loved the fast paced nature of the game and how quickly the amount of enemies got out of hand!

A couple times I got confused about what was a healthbar and what was an obstacle on the map - maybe consider making them different colors?

Developer

You're the second person to note that, I will definitely change the colors if I still work on it post-jam. I'm glad you enjoyed the game!

Submitted

Glow is never too much :). I loved the polish, super fun.

Developer

I'm glad you liked :)

Submitted (1 edit)

Great game, really liked it!

Funny how the art of your game is very similar to mine, even the enemies are the same haha

Developer(+1)

Haha, they do look very similar, bloom is awesome ngl, glad you liked!

Submitted (1 edit) (+1)

The art looks great! Unfortunately enemies tend to get stuck behind walls. It kind of felt like they're out of control themselves :P

Overall pretty solid game, had fun :D

Developer

haha they are programmed to face the player and move forward so that happens :) I'm glad you enjoyed it!

Submitted

Entertaining, well done, the presentation is excellent. Although it is a very normal shoter and does not suit the theme of jam.

Developer (1 edit)

I agree that it is a very loose interpretation of the theme, [edit] thank you for the feedback

Submitted

Really polished game. Crisp visuals and menus! Enemies came rushingin pretty fast. Was running away a lot. Bullets could be faster

Developer

Thank you for the feedback! I was going for that feeling where the enemies rush in quickly, as my game is already a very loose interpretation of 'Out of Control'

Submitted

I liked the dynamic between looking for enemies and then having them rush towards you. Had a good pacing to it.
Maybe an underwater stealth game would be an interesting way to go. Just an idea^^

Developer(+1)

I'm glad I got that part right :) my main project right now is actually a 3d fps stealth game, but I like that idea of a 2d underwater stealth game, thanks!

Submitted

:)

Submitted

A 3D fps stealth game sounds really nice!
Well I played Deus Ex and Dishonored so the genre does not just sound cool :D
Best of Luck! Is it a hobby project or are you doing/planning to do this professionally?

Deleted 4 years ago
Developer

I want to try and make money off of it

Submitted

Elegant concept, well executed - I think cutting out the minimap would add a bit more of an out of control feeling as it would make it harder for the player to get their bearings and be on top of the situation.

Developer

Alright, thank you for the feedback!

Submitted

Really impressive! Split Shot is an interesting game, but the mini-map allowed me to see exactly where the enemies are in advance, which would have lost some of the surprise. The gameplay experience would have been better if the light effects had been used to indicate the location of enemies.

Developer

I appreciate the feedback! Do you mean like the minimap will light up the general area of an enemy's position? 

Submitted

I think it would be better if there was a light effect on the edges of the screen to indicate enemies, for example, if an enemy is walking towards the player from the left, then some blinking red light could be added to the left edge of the screen to alert the player to the left.

Developer

I love that idea! Thanks for that!

Submitted

I liked the concept, totally did not expect the spawns after the first kill and got hit! Had a bit of fun. Nice Game!!

Developer

I'm glad that you enjoyed :) thanks for playing

Submitted

hey, this looks really nice. i struggled a bit playing on a laptop mousepad, but the style/aesthetic and gameplay is pretty solid.

Developer

Thanks for playing :) I appreciate the love. I will definitely consider mousepad players next time, and maybe have support for just using the keyboard or something, in addition to mouse controls

Submitted

Nice, relaxing game, good polish, but I dont quite see the tie to the theme! Anyways, good game!

Developer

I agree with the fact that it is a very very loose interpretation of the theme,, and I appreciate the feedback!

Submitted(+1)

A beautiful, relaxing shooter! Now those are some words I don't type every day. The visual style is polished beyond belief! The particles make the game pop so much. However, I don't see the tie to the theme? Maybe a self-replicating enemy could be out of control rather than only replicating when dead. Also, I think another enemy could make the game more interesting (unless I just never reached another enemy?)... I felt like I'd experienced the whole game in about 45 secs. Overall, a beautiful game that has snappy controls and sound design out of a triple A game! However, the gameplay doesn't feel particularly innovative and the tie to the theme is somewhat weak.. 

Deleted 4 years ago
Developer

I appreciate the feedback! Thank you for playing

Viewing comments 20 to 1 of 34 · Previous page · First page