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A jam submission

NOVERKILLView game page

Enemies await, weapons overheat and blood splatters! A punchy top-down shooter.
Submitted by Oreztov — 7 hours, 32 minutes before the deadline
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NOVERKILL's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#593.0363.545
Fun#672.8803.364
Controls#672.9583.455
Theme#962.5693.000
Accessibility#972.4132.818
Overall#1002.6693.117
Graphics#1142.5693.000
Originality#1282.2582.636

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.2.1

Wildcards Used
Unspoken Stories

Game Description
Enemies await, weapons overheat and blood splatters! A punchy top-down shooter

How does your game tie into the theme?
This game is OVERkill! All guns can OVERheat and the final level of each stage has you holding out until the danger is OVERwhelming.

Source(s)
N/A

Discord Username(s)
oreztov

Participation Level (GWJ Only)
4

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Comments

Submitted

Very nice top down shooter, I really enjoyed this syndicate style game. The only problem I noticed with ai, in some places enemies just stare to the corner where you appeared before, and do nothing. But overall it is great game, and ai is well made for 9 days project

This game is reminiscent of Hotline Miami. Punch someone, take their gun, and gun down the rest of'em.

I was suffering from a significant framerate issue on this one, but was able to get through anyway.

It took me a while to just punch people down, but you know the golden rule: The SHOTGUN is KING!

Another solid entry, but it leaves me wondering what the limiting factor is for the webapp. There's been more than a few games that I've experienced framerate issues with this jam, which means I need to figure out if I can do something to fix that.

Submitted

I think it's that loading new resources/scenes is really bad. Noticed this myself as well, and it's usually when an explosion happens, or new variety of enemy spawns in. Probably some ways in Godot to force load them at the beginning.

Weirdly enough, I've seen some discussion about this, and I've even done a help ticket. The trick, if I remember correctly, is putting all of these materials and particles into a static object so that they're loaded and cached throughout the lifetime of the app. That is to say: make a scene of nothing and put a script with static variables into it.

Submitted(+1)

Great game! As others have said the music and fx are on point, every shot feels so punchy. There´s a nice strategy to moving in and backing up at the right times and the overheat mechanic is a lovely touch.

Submitted(+1)

Wow! I've had lots of fun with this one! The gameplay is juicy and filled with action, the combat satisfying and the weapon variety interesting (although I would've loved a grenade launcher :P)

This reminds me of hotline miami btw, especially with the great music to amp it up.

There were some enemies who got stuck on walls during the last tunnel level btw.

My only feedback is I would've liked more intense levels and maybe more dramatic lighting and a bit more detail to the graphics.

But it's really really good! Congrats

Submitted (4 edits) (+1)

PHEW! What an incredible entry. Truly. To me, this is easily one of the best submissions I've played for this jam. What a banger.

From the nail-biting encounters to the splashes of blood that are left in the wake of your struggles, each moment in this game feels so fun and so good!

You've done a phenomenal job with the particles. I think it fits the game and the vibe of the environments absolutely bang on.

Controls feel really nice and snappy you feel like you're truly in control of this fellow running through the halls and tunnels. 

Music and sound effects fit in brilliantly, and I just wanted to point out how JUICY it feels to use the Shotgun. This doesn't take away from the Assault Rifle either, both of these weapons feel SO nice.

*** SPOILERS AHEAD FOR ANYONE WHO HAS NOT PLAYED THIS ENTRY YET ***

*** THIS IS YOUR SECOND WARNING: SPOILERS AHEAD ***

However, in my opinion, I think you may have missed out on where the game truly shined. The semi-puzzle-y portions of the game where you had to clear the rooms and areas one by one were rather enjoyable, but where I think the game truly truly shined, was in the final room of Hometown where you had an infinite number of enemies spawning into the room to fill up the remainder of the progress meter to 100%.

I honestly felt like I wished I could spend an eternity in that room, creating a bloody mess with these really nice feeling weapons and snappy movement and combat.

The second place where the game shined incredibly bright was in the Armory room on the Tunnels level. The level is less exciting if you clear it with the AR you picked up in the previous room, so I found myself dying on purpose so I could play the room in the way that makes it really fun. This is by starting the room with no weapons, grabbing the attention of the first enemy, then picking up the shotgun on site and taking down the enemy instantly. The rest of the room then becomes a playground of choosing your approach. Do you want to Rambo your way through the room with the Shotgun, or would you rather swap to the AR dropped by the third enemy for a slower, more methodical approach?

I think this game does an incredible job in fast-paced moment-to-moment combat situations where you have very little time to make quick, effective and accurate decisions.

Basically what I'm trying to say, in a very long-winded way, is that I really, really enjoyed your submission. This is definitely one of those games I'm gonna come back to replay for a little adrenaline kick. Really hope you decide to expand upon it and take it further!

Smashing job mate.

Developer

Oh thank you so much! Yeah, when I get the time, I should probably come back and truly finish this. Thanks for the detailed review and heartfelt comment :D