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A jam submission

PiercerView game page

Submitted by pdil
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Piercer's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibilty#13.8333.833
Controls#24.1254.125
Fun#34.1674.167
Overall#53.8753.875
Originality#94.1254.125
Audio#193.4583.458
Theme#214.0424.042
Graphics#433.3753.375

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.3

Wildcards Used
Momento Mori

Game Description
Strategize to maximize the power of your reflecting dashing! **NOTE** You might have reflect a second time at the exit to trigger the next level.

How does your game tie into the theme?
The primary mechanic is reflecting

Source(s)
N/A

Discord Username(s)
pacorp

Participation Level (GWJ Only)
5

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Comments

Submitted

Very interesting take on the theme. I like the turn based combat approach.

Art and UI is a little simple but effective, liked the sound and music - really gave the game a good feel.

The enemies had some navigation problems at times but for the most part seemed to work.

Thanks for submitting would be interested in playing more levels

Developer

Thanks for playing and the feedback!  Definitely more level (and mechanics) on the way but you're right, I also need to redo the enemy nav/AI.  This was the most I've used the nav system and struggled with it, realizing midway I'd have to do things the hard way to work right but didn't understand the system enough to actually implement it in time.  Hopefully next jam I understand nav well and can move on to messing up other things :)

Submitted

This game is good. I like the art and the music
The UI for buttons and menu is not really done but the gameplay is good.
Really good job with showing the trajectory
Good job ^^

Developer(+1)

I appreciate the feedback, I actually noticed how nice your menus looked, I should probably take some time to play around with assets packs so I can make nicer stuff in the future.  Hopefully it was all functional at least?  Thanks again for playing!

Submitted

You can make a theme once and use it for everything. I did the same for our game. It took me whole day to mess around with the theme property in the editor but it was totally worth it. If I were to do it again to learn faster,I recommend using any kenny's UI assets and try making theme once. You can also check our game credits on web page we added the assets used.

Submitted

Love this one. It's a nice blend of tactical combat and puzzle solving all rolled into one. Had fun figuring out the best lines to take out the enemies and figuring out if I should focus on one or try and get cheap damage on multiple. Lots of potential to expand here with levels and maybe some more enemies or mechanics. One thing I'd love to see added is the ability to see which entity corresponds to the one in the Turn Carousel, would help with planning out next actions and make things more strategic in my opinion.

Great job with this one, this was awesome!

Developer

Thanks for playing!  Definitely plans in the works for more enemies and mechanics.  100% agreement on the turn carousel improvements, I had several of those planned out but ran out time.  Not that it's appropriate for every game, but I really wanted this one to be about making all your actions and results clear so you can real try to min/max.  I love the smug feeling when you take out an enemy right before their turn so I just took 30 min to add than in locally.

Submitted

This was fantastic! Getting those triple-slices in felt great. The turn-based element gave it a nice strategic touch.

I did sort of softlock myself with the cage level, but was happy to replay it and figure out where I went wrong.

Think there's loads of potential in this for a more fully-fleshed-out game with different enemies etc.

One of my favourites in the jam, well done!

Developer(+1)

Thanks for playing!  Locally I just added a reset level to partially address the cage level for post jam but it's awesome that you still went back.  I've got more content and improvements planned, now to find the time to make it all...

Submitted

There are some pretty neat and well-executed mechanics here, with a lot of potential for expansion. 

I thought I softlocked myself by dying while my ally was still trapped in the cage (it turns out I didn't; the enemies can attack through the door), and ended up accidentally uncovering something: returning to the main menu and starting again will take you back to the first stage, but clearing it will skip you right past whatever level you were on before.

Developer

Thanks for playing and the info.  Wow, I basically forgot to even think about the dying on the cage level.  Not that it does you any good but I just added "reset level" functionality and fixed the issue with going to the main menu to restart for post-jam.  I really appreciate the bug report and encouragement!

Submitted

This is a really neat concept! Love the idea of damage and health increasing with each pierce, really incentivises the player to utilise that mechanic to their advantage. Great work!

Developer

Thanks for playing!  I've been trying to better balance out actually trying to design a fun game instead of getting sucked into some technical aspect so I'm glad that it's paying off.

Submitted

Nice game! cool ideas and well executed! it was fun trying to go through as many enemies as possible! very well done!

Developer

Thanks for playing!  I've got some upgrades in the works, like increasing bounces so hopefully I can amp it up, and, ya know, actually follow through on the update :)

Submitted

I felt like a badass playing this! The mechanics are simple yet engaging, and there’s some depth to each situation. The audiovisual atmosphere is awesome. Nice entry!

Developer(+1)

I'm glad I can support you feeling like the badass you are!

Submitted

This game is amazing. I had really fun playing it! 

Developer

I'm glad you liked it, thanks for giving it a try!

Submitted

Wow! This is one of the best games in the jam! It’s a fun little puzzle game that’s easy enough, but takes a bit of thought!
Well done!

Developer

Thanks for playing, it really means a lot!  Sometimes I get wrapped up in the fancy tech side and run out of time to make a fun game so it's nice to hear I'm getting better at balancing that out.

Submitted

One of my favourites of the jam, really nice mechanics!

Developer

Thanks for playing, I really appreciate the support!

Submitted

A really cool game! I could imagine spending hours with it, especially on the phone - you combine quite some mechanics within just one action, which is really cool! I really liked how passing through more enemies increased heal/damage. If you plan to make it into a full-fledged game - It would be cool to see some upgrades, and I can easily see room for that - like more range, more bounce, higher multiplier, etc.

Developer(+1)

Thanks for playing and your comments, it didn't even occur to me that this works on mobile but it's pretty obvious after you said it.  100% agree on the upgrades, I initially planned several, including those exact ones, but ran out of time.  In fact, I wrote that last sentence, then took two hours to refactor the laser sight to make extending it trivial and indeed, more bounces is rad.

Submitted

I enjoyed lining up trick shots on the enemies.  Found the last level a bit tricky, but that might be due to my tendency to have both characters near each other most of the time.  I also didn't figure out how to open the cage in the level telling you to free your friend, but just ended up killing everything with the guy that was free and that worked.  I had a good time and it sounds like you have plans to push this idea further that I look forward to seeing come to fruition!

Developer

Thanks for playing and the feedback!  Yeah, I messed up design-wise, the glowing area that is identical to the first stage's exit is the trigger.  I made the cage level first then later decided to make a no-stakes first into level to get the feel for moving  around and just re-used that when I should have made something different so you didn't think you were abandoning your friend.  I've got a handful of quality-of-life fixes ready to go and some more content in the works, I appreciate the support!

Submitted

This is really satisfying, I like the whole piercing mechanic and there’s a nice flow to the game when including the reflection and smooth dash. I can see this being extended even further to have deeper puzzles by giving upgrades like increasing the number of reflections. Well done!

Developer

Thanks for playing! I have the groundwork for a number of extra systems so hopefully I can actually make use of them soon.

Submitted

Wow, great execution of the theme! The dash animation is beautiful. I liked it a lot and managed to beat all the levels.

Developer(+1)

Thanks for play, I'm glad you liked!

Submitted

Pretty cool concept, my favorite part is the revive mechanic, it is a cool how it combos with damaging enemies! I encountered an infinite move loop when I had 2 characters die so I got a bit stuck but I really enjoyed it :)

Developer

Thanks for playing!  By "infinite move loop ", do you mean the enemy just kept moving?  When they both die, it's supposed to restart the level.  Do you remember which one, and if you had done previously reviving?  I thought I fixed all the bugs with that, but obviously not so really appreciate the bug report!

Submitted

Yeah it was still queuing up player moves as well but would skip past them as both of my characters were dead. I don't fully remember which level it was but I did previously revive when it happened. Sorry I can't remember the exact level :(

Developer(+1)

No worries, getting a bug report at all is a big help.  Reviving was the last feature that went in, so it had the least testing.  I had intended to indicated the downed character in the turn order display but didn't get to it, leaving them in so if you did revive, they would pick up right where they left off so that behavior is expected but it's obviously supposed to detect everyone is downed.  Since you're first post, I've been thinking of ways to simplify what I'm doing there so hopefully that clears it up post jam.  Thanks again for the info!

Submitted

There is a surprising amount of mechanical depth for how short it is. Its a shame it ended when it did, I was just getting into it! Plus, I'm a sucker for bird-based player characters, so it gets points from me on that alone.

Developer

Thanks for playing!  I ran out of time but had many more levels and a whole "alchemy" system (each character applies effects which can combine, ex one applies "metal" and another could then apply "electricity", which shocks any nearby enemies also marked with metal).  But since you liked the depth as is, I'm glad I punted on that to focus on getting done what I could.

Submitted

Great game!

A quick level reset button would be nice, a couple of times I relized I wouldn't survive but had to play through the moves anyway, that's the only small improvement I can think of, well done!

Developer(+1)

Oh man, yeah, level reset button!  I'm gonna add that to my jam template so I don't forget that.  I also meant to have level select and a lot more levels but time got the best of me.  Thanks for playing!