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HEISENBERG's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #3721 | 2.222 | 2.222 |
Presentation | #3996 | 2.278 | 2.278 |
Overall | #4106 | 2.222 | 2.222 |
Creativity | #4408 | 2.167 | 2.167 |
Ranked from 18 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?
Player has a broken gun which fires a random pattern each time the game start, hence the roll of dice. Also player can consume items which provide both benefits and risk. Player need to evaluate the risk of using these item.
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
Say My Name
Unplayable.
breaking bad
You got it
Cool concept, and nice gaphics. Everything was fine, I just noticed a bug, sometimes, after "waking up" those flying enemies, they would continue being awakened even if I die, so when I restart the level they are already near me and they kill me before being able to even move
Thank you for playing.
I will certainly look into that bug. I hope gmtk will allow bug fixing during voting period in the future.
A fun game! I was suprised (in a good way) that the pills were used to navigate the level, kind of like a metroidvania. Great stuff!
Thank you for playing.
We planned to make a metroidvania game but it turn out to be too much work. So we only made the first level metroidvania like and the rest just a platformer.
Pills were pretty cool, visuals really reminded me of metroid. The start was cool as it taught the player how to use the pills but the rest felt kinda random afterwards. There were some collision issues though and at one point I fell through the floor and died - multiple times. Didn't feel very related to the theme though (outside of the random element that the game selects for you).
Thank you for your feedback.
Those collision issues are actually intended. They were inspired by Cat Mario. But I agree that we should put some small visual clues on those trap.
And maybe the down side of the pills aren't obvious enough, so the player may not need to manage the risk of taking pills.
Some pills (ie: the enlargening one) were clearly risk-reward, others (most notably invisibility) seemed to not have downsides to taking them. Offering a sort of guide/tutorial/tooltip that explains each one could go a long way.
The invisible pill was meant to be risky because the player cannot see the character. However, allowing them to shoot without disabling the invisibility certainty destroy the risk. Which we should implement but somehow nobody mentioned that.
some neat mechanics, and visually pleasing art.
i like the concept of benefit vs risk with the pills!
Thank you for playing.
Very nice art well done! :)
Thank you for playing.