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A jam submission

Dragon CannonView game page

GMTKJam: Synthwave Dragon Madness
Submitted by Jorge (@TCLDrawings), Valerio Marty (@ValerioMarty), Kico1603 (@Kico1603) — 1 hour, 25 minutes before the deadline
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Dragon Cannon's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#17553.1304.200
Overall#27322.7083.633
Fun#28942.4603.300
Originality#34142.5343.400

Ranked from 10 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?
The weapon's projectile is directly linked to the weapon. It has a limited range and you must bring it to you manually, doing damage on the way back. This opens up posibilities for projectile trajectory setups and other strategies using the game's environment and enemy behaviour. Player and Weapon are one.

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

Submitted (1 edit)

Amazing graphics, but, at least for me, the shot refused to recover properly. No matter what I did, it always glitched in some way.  I couldn't even get past the starting area!

I took a screenshot if that helps....

This is after pressing  right click .

Developer(+1)

Hello, sorry that you ran accross this bug. It's something that apparently only happens in the first area and it stacks as you keep shooting there. We can't update/rework it at the moment but if it helps you the workaround solution would be to only shoot at the tutorial panel and back to the enemy to complete it, avoid shooting somewhere else. I apologize for this. Thank you so much for your feedback!

Submitted

Ok, I will take another look at it and update my rating! Thanks for letting me know! (I'm no stranger to game-breaking bugs myself!)

Submitted (2 edits)

I was able to get past the first screen and play the rest of the game! I found the shooting to be an interesting concept, but I found that the recovery time for a given shot to be punishing. I think this game has potential but it still needs some more time in the oven. 

However, as I stated before, the graphics for this game are so good for only 48 hours! Overall, I'm happy I was able to experience the game fully! Nice Job!

Submitted(+1)

Can't believe a game this gorgeous was made in 48 hours. Cool concept too- might you continue development after the jam? 

Developer(+1)

I'm happy you liked it, we worked a lot on the visual aspect. We currently don't have any plans on developing this game further, we're a group of students and there's already some other things/project we have in mind right now

Submitted

Really nice game. The art looks cool and this mechanic was interesting, it could be expend to make a full game.
But here, it wasn't really useful until the boss fight in my opinion.

Developer

Thank you! Yup, and even the the final boss can be beat without using the wall, another mistake on our side.

Submitted(+3)

One of my favorite mechanics in games is the harpoon/spear, where you can cause as much damage or more to any enemy on the return trip of the projectile. So I was excited to try this out!

But here's the thing: to make that mechanic compelling you need to use a level design and enemy design that complement it, and I think you ran out of time to flesh that out. Here's ways that you could run with this idea if you decided to keep going ---

(1) Consider adding in a backstab mechanic, where some enemies must be hit from behind with the return trip of a projectile

(2) Consider adding in a much higher number of enemies, but make them line up/clump together. This gives the player the satisfaction of wiping out an entire wave of enemies by pulling a projectile through them, or raking a physically-based projectile across the group.

I'm also a fan of synth/cyber presentation, but despite the cyberwave filter, it felt like the wolrd assets came from a variety of genres (the furniture, for example). I think that abstract shapes would be fit your aesthetic better without adding onto scope.

Lastly, the boss fight is where you have a chance to tie everything together. I wanted to see an opportunity for me to (1) throw a projectile to the back of the wall (2) pull the projectile through the boss. Instead, it seemed the right answer was just to shoot him from a 45 degree angle, which for me didn't take advantage of your unique mechanic.

Overall, I had a good time playing this and I look forward to seeing what you make in future. Best of luck in the Jam.

Developer

This is great feedback, thank you so much. This was a great experience and we hope to learn a lot from it.