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Cabra Macho's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #72 | 4.000 | 4.000 |
Aesthetics | #226 | 3.400 | 3.400 |
Overall | #260 | 3.200 | 3.200 |
Feel | #318 | 2.600 | 2.600 |
Innovation | #366 | 2.600 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
The shoot action in the game does multiple things: Kill enemies, move the player, and collect ammo, matching the idea of a mechanic that has many uses.
Third-party resources
- Game Maker Studio 2 Desktop
- GIMP 2
- Logic Pro X
- Sforzando
Contributors
-Art:
- Eduardo de Azevedo dos Santos
- Gabriel Ferreira Pontes
- Andre Gustavo Batista de Sousa
-Code:
-Eduardo de Azevedo dos Santos
-Andre Gustavo Batista de Sousa
-Music:
-Paulo Kulps
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Comments
Achei que faltou velocidade, o personagem deveria ser arremessado bem mais longe. Atirar nao tem um impacto muito grande por que o personagem se move muito pouco e os inimigos morrem muito dificilmente. Seria melhor focar em colocar mais obstaculos e capacidade de ir para cima e para longe, e menos na dificuldade de conseguir municao.
The idea of a sidescroll shooter is always a nice one, adding the ammunition goes well with the scorching desertic wastelandsetting, the controls work well and the triangle in the backsound is a nice touch.
But I feel there are somethings that don't match up, like the story of a brave man that never retreats and being stuck to only move by dodging rocks and retreating when firing, or the setting of a desertic wasteland with a happy energetic tune in the back.
In the end, I believe it would have been better if you were to always walk forward, even dropping the plataforming altogether, and focusing on shooting down anyone who dared to walk in your path.
Well, in this case in particular, the music is part of the culture of the setting. As the game itself tells us, it's set in the brazilian outback. But i do agree with the rest.