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Shooting Hurts's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1395 | 3.339 | 3.786 |
Overall | #1926 | 3.045 | 3.452 |
Originality | #2184 | 3.087 | 3.500 |
Fun | #2325 | 2.709 | 3.071 |
Ranked from 14 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?
After each level you merge with a parasite that links mechanics together (shooting and hurting etc)
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?
Yes
We created the vast majority of the music during the game jam
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Comments
Really cool concept. I like the synergy that the powerups have. I think there's a lot of potential with an idea like this and different power ups could completely change how you play the game. Great work!
Thank you for your comments. We had crazy ideas for the different power ups. Things like linking a not implemented score to health for instance. We wanted to go really meta but these kind of powerups need a good balance to be fun
Cool idea! I loved the artstyle and music. I like the idea of having upgrades and sometimes being forced to choose between negative ones, I think the gameplay just needed a bit more variety with enemy types or weapons. For the time you had though I think it was a well developed system!
Thank you for your comment. We had ideas for a variety of enemies but we shelved that to on focus the essential systems. At first we wanted to have different weapons but we shelved that too for the same reasons. The idea would be to have a build variety similar to hadès where you incrementally make your build by progressing through different rooms (instead of waves here).
Fun game! First of all i really liked the hand drawn art style, reminds me of stuff like don't starve or our darker purpose, it's stylish and very well made. On the gameplay side of thing it's solid too, works well, feels good to play even though it feels restrictive to only be able to shoot at cardinals if i can run and shoot at the same time to angle a shot, I do think that this would work better as a goal oriented game like a roguelike or metroidvania of sorts, with this game pace it gets repetitive quickly if you're not going for a boss or something like that. Also a "win state" check could be good, even though I survived all the waves the game over screen said i "fell" at wave 7. Also could benefit a lot from a variety of enemies but that's how jams are most of the time, can't pack everything in :p Overall it's a great entry, i really liked it i think it was very well made, great job to all involved!
Thank you for playing. We're happy you like the art style.
We were inspired by games like Binding of Isaac, especially for the shooting in four directions only. It was also motivated by the constraint of having less sprites to draw ... :D
The original idea would be to have a progression akin to the one in Hadès. You finish rooms and choose between differents "boons" (the parasite here). We had idea for different types of enemies of course ( range, armored etc ).
In this build the "win" state is when you survive all the waves indeed. We just ... forgot to change the win panel to say that you won ... Jam stuff I guess !
So congratulations !
A novel idea! The numbers could do with a bit of tweaking though. Definitely has promise. A few more enemy types would make it very fun.
Thank you for your comment :). Yeah we did try to tweak as best we could given the time and limited playtesting but it's still far from balanced. We wanted to add more enemies (we even have a sprite and all for a second one, a range enemy) but we had to cut it out to focus on making this build work half decently.
P.S. : btw, one of our starting idea revolved around sisyphus and his rock :D
Interesting idea. I don't want to repeat what others said in the comments about the parasites and hurting mechanics. What bothered me was the fact that often enemies spawned immediately rushing at me without any warning or notification giving me very little time to act accordingly.
The controls were great, basically created to be played with a controller ;)
Thank you for playing ! Yeah the delay at launch is a bit short. Would be nice to have a counter of how many enemies left in the wave and such. QoL is a bit lacking :D
Great that you liked the control, we tried to make them feel tight and responsive !
Well done! I had to open the game from 7zip, finished it there, really loved the ideas. Obviously, the constraints of 48 are really tough and you did really well to get so much depth. Cool enemy dying animation too!
Thank you for your kind comments !
I'll be sure to transmit your comments about the animations to our artist :D
Interesting concept! Tho the game ends quite quickly whenever i get one of the hurtful parasites
Thank you :)
Yeah the parasistes are not all balanced. There is also an weird bug with some conjonction of parasites that makes you die in a second aha! We had a lot of ideas for others too but we hoped it worked as a proof of concept.