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Headless Chicken's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1695 | 3.244 | 3.244 |
Overall | #2579 | 2.707 | 2.707 |
Fun | #2597 | 2.585 | 2.585 |
Presentation | #2858 | 2.683 | 2.683 |
Ranked from 41 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?
Took away Control from a top down shooter, where the player can either shoot or move around
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
:) chicken games for the win :)
Really love the idea and really love the gameplay, the one thing that I found difficult was managing the chicken to avoid going in shooting mode while having to still recharge — maybe a "recharging bar" can help visually tell the player how much time for the recharge is left. Still, great job and great game! :D
Thanks for playing the game!! Lot of people had the problem that reloading did take a lot of time. Creating a recharge bar does make a lot of sense.
I love the idea! I feel like there should have been more "headlessness" - the chicken should completely run and spin out of control and make me scared of going in the shooting mode.
But overall, love it :)
Earlier we were planning to behead the chicken whenever he went into the random shooting mode. But we ran out of time before we could complete the art. Thanks for playing the game
Interesting mechanics being able to switch between the two modes.
Nice idea!
Thanks for playing the game!!
It might have been bugged on my end, but the spikes & projectiles didn't seem to hurt me at all :( or maybe it's something I didn't get?
Very nice graphics though!
The spikes do sometimes dont hurt. But I have not faced the shooting problem. I will try to fix it.
Thanks for playing the game though!!
Interesting mechanics ! I like how you need to choose but felt the game was easy in the beginning, maybe by adding more noise to the random movements would suffice to make it totally chaotic. Great game though well done !
This is a really cool take on the switching control method games I've seen, and the execution is pretty good too! I did find it to be a bit annoying that you had to reload you gun, and thought it might be more fun and chaotic if the bullets either bounced around were just constantly blasting in random directions. Also, some nice game juice in the form of sound effects and screen shake would have made this a really great entry! Nice Job!
We had planned sound effects, screen shake and other effects, but we ran out of time.
Thanks for playing the game!!
love how you can either do one thing or the other - nice job !
Thanks for playing the game!!
Cool idea! I wish there were sound effects. Also, is there a proper ending? I didn't get one
Thanks for playing the game. We initially did have sound effect but then the game would crash in WebGL builds. So for final submission we removed it. We do plan to fix it later
Great game ! The core mechanic could be a little bit more polished but I think this game has great potential. It was a really fun experience !
Thank you for playing the game. Yeah the movement and shooting should be polished, currently they are pretty rough. We were not able to think of an idea initially and therefore we did not get enough time for proper implementation. If people like the concept, we might later try to refine the gameplay
Cool game! Maybe there could be a longer cooldown so you cant switch the states too often :)
Thanks for playing the game. The parameters do need tweaking. We were experimenting with different reload speeds (the current one people are finding annoying) and with different cooldown speeds. Definitely some more testing and experimentation was requried
Thanks again for playing!!
I love the concept behind this game, and I think having to choose between two states adds a good challenge!
Thank you for playing the game. I am glad you liked it.
Really love the concept and execution was pretty nice as well! Maybe too much time reloading and not really sure what I was supposed to do. Anyway great job!
Thank you very much for playing the game. There is not really any purpose, but just to get a high score until we the player dies. We did have a story in mind, but we did not get enough time for implementing it.
Thanks again for playing the game
Cool Idea, maybe a bit too random on the amount of enemies spawned, sometime it was hard to find any.
Thanks for playing the game, Initially we had more enemies spawing in the map and they were easier to find, but that caused issues in the WebGL build. That is something which should be easy to fix, because we think it has something to do map generation script.
Later we also planned that waves of enemies would spawn, but we did not get enough time.
Thanks again for playing the game.
Cool concept! Maybe decrease the reload time a bit and increase the enemy fire rate to compensate. Whenever I wanted to shoot, I couldn't because all the ammo was wasted.
Yeah, everyone did find the reload times to be too much. Our idea was that the player has to use a bit to strategy to move the player while reloading and shoot when the reloading is done. But I agree, reloading time is too much for the gun.
Thanks for playing the game
Is it a feature of the game that the chicken is just either running in circles or shooting wildly around hitting itself with its own bullets?
So running around is definitely a feature. We wanted some random movement, while the player was controlling the weapon.
But yeah, the hitting itself part is a bug 😂. We are not very sure, but it has something to do with how the mouse's location is calculated in game space in Unity.
Apart from that, how did you like the idea?
I played your game too and it is super interesting.
The idea itself is very nice. And the random movement fits the theme of a headless chicken very much. Polish that idea so the randomness doesn't spoil the fund. Easy to say, I know. I had the some problem with my game :D
Oh and because of the hitting itself: In Unity in the Settings under Physics you can toggle which layer should interact with each other. You could set player character and bullet on different layers and then untoggle the interactivity between Chicken-layer and Bullet-layer.
That would be better implementation for the bullets maybe. So currently the bullet is a Box Collider 2D with a trigger
And the players and enemies inherit from a class called MovemementEntity. So when any bullet collides with a MovementEntity(enemy or player) then it causes damage to the entity. Probably some other implementation might be better. But right now the shooting itself needs to be fixed.
Thanks for playing the game again!!