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Scalar Shifts's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #378 | 4.077 | 4.231 |
Enjoyment | #385 | 3.854 | 4.000 |
Overall | #596 | 3.830 | 3.974 |
Style | #1701 | 3.558 | 3.692 |
Ranked from 13 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?
This is a FPS game where you wield a gun that controls the scale of objects and enemies in the world.
Development Time
96 hours
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Comments
Saw this a few times on the twitter hashtag! Really impressed by how good the shooting/movement feels. Also having to stomp on the enemies after shrinking them reminded me of the glory kills in the newer DOOM games. Very good job!
Thank you so much! The glory kills in doom inspired me a lot haha.
Glad you spotted that.
Good game overall, nice shooting mechanics to to unlock doors and deal damage to enemies.
Second level was a bit challenging but was loads of fun to play and replay
That was really cool! Very polished for the limited time and the gunplay - especially the controller itself - felt good to play. Something worth pointing out is that - for a gamejam game made over a weekend - the balancing you've managed to achieve is impressive. Didn't feel overly challenged and at the same time not too under-stimulated. Great work to everyone involved!
One thing I noticed was playing the browser version doesn't lock your mouse so I couldn't look fully back in either direction without tabbing out, moving my mouse and then tabbing back. I'm sure if I played on a desktop build that wouldn't be an issue though so I'm not counting it as an issue or anything. Same with the browser version having a "quick to desktop" button on the menu. Both are very small nitpicks in a game that otherwise have few to none. Great work overall!!
Thank you so much for the great review!
Good call on the web version, sadly I couldn't test it out much due to the deadline but I'll definitely improve it after the jam.
I was wondering if anyone else would make an FPS game where you shoot to change an object's scale. Really solid mechanics and level design.
Two ideas for improvement:
1. I was surprised that there was health regen. Once I realized that, I played a lot more passively. Getting big health drops from stomping the robots instead should promote more aggressive gameplay, which I personally find more fun.
2. To build off the 1st point, shrinking the robots felt way to risky compared to making them explode. Ammo drops should split depending on how you kill them. Big ammo only drops if you stomp a small robot and small ammo should only drop if you kill them by making them big. That way you have to alternate between the firing modes more frequently.
Overall, I liked the game a lot and if you want to see someone else's take on a similar concept, feel free to check my game out.
I agree with you point 1. I was thinking the same. 2. point is also a good idea. Overall the concept is super good but it could have a few mechanics that makes the fps part merge better with strategy behind scaling or shrinking. It's a very interesting project.
Definitely could improve it for better strategy, thanks!
Hey! Thank you for taking your time to drop a review.
1. Yes, you're totally right. That would definitely help better than the health regen.
2. I didn't think of that at all and it makes so much sense haha.
I'll definitely check your game out.