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Blood 4 Fuel's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1478 | 3.375 | 3.375 |
Presentation | #1772 | 3.125 | 3.125 |
Overall | #1898 | 3.056 | 3.056 |
Fun | #2425 | 2.667 | 2.667 |
Ranked from 24 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?
Health and ammunition are joined together and share the same pool. You can either survive or kill.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Great game ! On of the most impressive I've rated today ! But it was so hard with my european keyboard ! :D
Oh, you have an AZERTY keyboard? I wouldn't say that's a european keyboard, we are German and use QWERTZ.
Sorry for giving you a hard time. :D Thanks for your kind words, though, we really appreciate it.
Thank you for a truly original theme. Final boss is jank and easily cheeseable. Hard to tell how much damage you're doing too, and it's counterintuitive that the fuel tanks increase your health. Otherwise good times
really great work for creating most of the art by yourself, i like the idea of having to decide between having more health or more ammo, great work!
Great way to incorporate the theme, I found myself risking it with low health for some extra ammo
That was the idea! Thanks :)
Neat idea to link health and fuel. Reminded me of Metro 2033 where special bullets could be used for more damage or as currency. My main complaint was the character would stop when colliding with walls instead of sliding and would slow down when walking up stairs. Also, I'm not sure I'm able to beat the boss. They kept spawning more little enemies and I collected all the fuel but kept running out. Eventually I was completely swarmed, lol. Overall, really impressive visuals for a game jam game! :)
Thank you, we worked hard on the visuals, that means a lot to us! :)
Regarding the movement: Yea, we aren't happy as well. This was already a compromise to get the character to work properly at all.
Makes sense. It felt like it was using a unity rigidbody for movement and if so a small thing to help with sliding against walls is create a 0 friction physics material and apply that to player collider and the environment colliders. That should let it slide instead of sticking then.
Thanks, I will try that. Maybe we release a bug-fix version after the rating time.
I really liked the new mechanic for health and ammo. Though it felt pretty hard to balance everything, maybe after a couple of rounds I would get better.
Lot of fun though! Great job!
The idea of this game has some China Miéville vibe. Nice concept! Moving the life/ammo meter down sounds like a good idea. I also wasn't sure what those collectibles actually do.
I didn't manage to kill that end boss with its infinite minions. But I liked the overall setting and visuals. Guess this might also work as kind of an endless runner game with varying (maybe procedural) levels.
Thanks! Those collectibles are healing/refilling the ammo. The boss can be a bit overwhelming, depending on how well the AI manages to get up the stairs.
Making the levels procedural would work, but requires way more planning. At the moment everything is scripted with trigger boxes.
This is such a cool concept. I love interesting health mechanics in games like this. Having to manage your HP versus Ammo.
Nice visuals, sound, and all around great work. 5 Stars from me!
Thank you so much! <3
Great game, the concept really works ! The end(?) is really hard when the boss just spawns infinite minions but it's also kinda fun :D the visuals are cool, i like the design of the monsters
if I had two little bits of feedback, I'd say it's slow to go up stairs, and that's a bit awkward lol, and also maybe you could move the "life/fire" meter ? being at the top of the screen where enemies are coming sometimes makes them hard to see
Thanks! Yea, we ran into a couple of issues with the movement and that was the best compromise that we could use.
Regarding the UI: I don't know if moving it makes it better, but I also built the level and know where everything is, so you are probably right.