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Gun Fauna's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #10 | 4.033 | 4.033 |
Gameplay | #32 | 3.233 | 3.233 |
Overall | #33 | 3.373 | 3.373 |
References | #35 | 3.167 | 3.167 |
Ambience | #36 | 3.500 | 3.500 |
Innovation | #44 | 2.933 | 2.933 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Cute intro sequence! I wish it had audio so that the start of level 1 doesn't jumpscare me with the suddenly loud BGM. XD
A couple of bugs I found:
- The jumping creature in level 2 doesn't completely return to the ground after each jump, slowly moving higher and higher until it can't be reached by Fauna's shots. The only way to get past this part is to restart the game.
- Losing in the boss fight makes it impossible to clear level 1. Even if you clean all the corruption, the level never ends.
Improvement suggestions:
- It would be nice if there was a second boss attack pattern.
- Fauna's gun only shoots horizontally. Having vertical aim and placing targets high in the air would be interesting.
- Having different shooting modes would be a nice addition. Short range but wide spread like shotgun or long range but single shot for different target types.
Nice and short game. :)I had no idea about the fox thing, I'll definitely look into that.
Thank you for the feedback David, it's very helpful.
Thank you for playing it too :>
Given Fauna's hatred of using guns in most games, it's funny to see a game where a gun is her primary weapon lol. I had fun with this game! I just wish Gura had more attacks to make the fight just a bit more complex since I do like a challenge when fighting bosses. Overall, good job!
I apparently need to watch Fauna play games other than Minecraft XD. What do you mean she doesn't like guns!? She's played so much Hitman, isn't the whole thing about shooting people!?!?
I would have loved for Gura to have more attacks, originally I was going to give her a three I think. 2 weeks just turned out to be less time than I thought it was I suppose. Thanks for playing!
Vevvi Cwute Faufau game! Short and sweet!
A great clear contrast on the corruption and who/what you have to 'cleanse'.
The fox enemy placement is a bit challenge thought but other than that, a nice and cute game!
Thank you! ^~^
Just seeing a game called Gun Fauna is really funny. Fauna Gun is very satisfying to use, although I think the sound effect plays a bit too much during rapidfire. Levels were short and sweet and the art style was pretty cute. The contrast of the corrupted vs uncorrupted models were cool and seeing it suddenly transform was fun, even if a bit jarring. My one criticism with those is the second(?) one where the enemy kept jumping around on these three platforms and it was really hard to hit them until they jumped over, since if I jumped towards them they'd hit me into the void.
Very cute game though. I had a lot of fun!
You are correct. The gun sound effect plays once every frame. I think it was one of the last things I did so not exactly a polished solution.
I kind of knew the fox fight was unfair after I'd finished it. I think I chose the title just for the meme value, it was honestly my first thought for the name.
I'm glad you had fun. It makes me happy.
Had to load this onto my steamdeck since vulkan doesn't work on VMs. Works out of the box on steamdeck, scenarios like these makes me appreciate how games adhere to common control schemes.
Levels are short and sweet, extremely satisfying to purify surroundings with Fauna Gun™.
Love that it is not too difficult as well! Most devs (including myself lmao) have a bad habit of cranking the difficulty of their jam games way over the top.
Had fun with your game, thanks for making this!
It's funny that you've said that because I did find your game much too difficult! XD I couldn't get through the longer streams, but I still enjoyed it. I think difficult games have their place. (Maybe it just isn't here)
I'm glad it worked on steam deck, I made absolutely no considerations for controller support so I'm also stunned that it worked on your steam deck. Godot is apparently just goated like that.
If it’s a bug then nevermind, I won’t nitpick those on such a tight deadline, but if it was a stylistic choice for the tree leaves to only render the front faces, I’ll comment it makes the trees look weird on occasion, when the shape of the canopies warp depending on Fauna’s position. Happened with the bushes too, but since the camera sees the top of those, that really helps hold the shape together.
Making the trident throwing physics-based was a solid design choice. When it would ricochet off the ground it added a real sense of weight, and by association, danger.
Not a stylistic choice exactly, more like "backfaces aren't rendered by default and I don't have time to figure out how to render them." It may be possible with Godot's default shaders, but in the interest of time I just let the trees be. I would've liked to give the trident's particles when the hit the ground, or possibly make them stick when they land like they're embedding themselves in the dirt because there's so much force behind them. I'm glad I was still able to make the feel dangerous without all that.
A fun little game, the difference between the corrupted/cleansed assets were neat and the art style is cute. And I liked the progression you managed despite the limited time to introduce the combat of this game.
Thank you :>
It seems like a cozy game like PowerWash Simulator. Until I had to wash a fox and a trident-throwing shark.
It is like PowerWash Simulator! Although I was thinking of Terraria when I was making it.
Thank you for playing, I hope you had fun.
At first, I thought it was as simple as saving plants from a glitch virus, until I faced Gura. That was super fun and intense!
I'm so glad you liked it! Thank you for trying it!
You are right we came up with nearly the same idea (other dev XD). I like how yours is set up. more engaging mechanics. Boss fight was great, that was a blast.
Thank you! Yours was so pretty though! I definitely think you made better use of your movement than I did too. I wish I'd done more platforming segments.
Nice game! A bit of motion or music/sounds for the intro would have been a nice to have, I was actually worried the game was frozen for a second. The intro cutscene was really cute. The shift in tone for the level design and music for the last level were great, definitely knew things were about to get real. In the end I was wanting more levels which is a sign of a good game!
I'm glad you liked it. No promises but I really am considering doing more work on this after the judging phase ends.
The jump and shoot sounds and so satisfying. Its a simple game but enjoyable. I appreciate jumping off of the platforms didn't outright cause a game over because I fell a lot haha. Good work!
I thought about damaging the player when they fall, but the corrupted fox changed my mind, lol
Short and simple. The idea of the forest getting corrupted and Fauna fixing it is pretty good. Physics was floaty but not annoying, also very forgiving air movement with how controllable it is. The gun can be set to turbo if you just hold down the M1 button. All in al, had fun playing it. I wish there was more moving enemies, but I can understand if the time didn't allow that to happen. I think the player would benefit if the camera was a little higher, because it's a little hard to see the shots from behind Fauna. The health bar for the corruption was a good idea though. Again, good job!
Thank you! I'm glad you liked it! The rapid fire on the gun is actually intentional, I hope no one tries to clear this without it! www Thank you for playing!
tbh, almost did XD np, and congrats on making the game!
A straightforward 3D "platformer" type made in Godot, with a clear goal: cleanse everything infected with corruption. Think it accomplishes the premise, so that's good -- and I'm glad you enjoyed the process!
- I like the intro cutscene! There's no dialogue or sound so it's a bit odd and deadening, but it reads like a silent film and is at least quite easy to understand... especially like the X/twt clip with Mumei saying to tell Fauna that she "sent her the gun, she'll handle it" LOL
- The player TPS controller is functional and clean, but it feels quite stiff due to the camera being locked to the model's forward axis! Leveraging inertia or `smooth_damp` in camera movement and player model rotation could help to alleviate some of that stiffness, as would using sorts of acceleration / deceleration values (albeit tuned to be more "snappier" than "floaty") to let the player glide around the wonderful forests and plains as Fauna
- The little gun SFX and the two music tracks used for the normal stages and the boss stage are alright choices! Think they do well to capture some of the vibe you were aiming for on each (especially the boss, that was pretty good music choice)
- Given that it gives platformer vibes, if that's what you were aiming for, you could do better with levels by expanding them and providing some decent challenge to get Fauna into certain spots for cleansing! You could then use that to do some enviro storytelling, cool level design, hidden lore, maybe random dialogues with static NPCs, etc... things for the player to feast on and "discover" for themselves, and boost fun/engagement factor!
- Gawr throwing physics-based tridents at me was actually really funny... I found it pretty fun to dance around her stage and keep blasting! Her movement pattern was pretty simple and static though, it would've been more of a challenge if she was moving around and/or switching up what she did with other abilities if she had any
- I was hoping for a more satisfying win screen after that intense battle! A little detail, but a pleasant UX thought
Take with grain of salt as always, but hoping those are some helpful thoughts for how you could build upon and expand your skillset here... beyond that, thank you for submitting and contributing to the bakery! 🙇♂️
I was happy to contribute kano! This was fun to work on! Interesting thing about that opening cutscene: it was fully animated! I rendered the whole thing and then couldn't manage to get it working in Godot! XD My quick fix on the last day was to take key stills from the animation and play them like a slideshow instead. I'm glad the meaning still came across well.
I had planned to do animations for the end, and the game over screens as well. I just completely underestimated the time investment on them. Same for levels, I thought I could get in 5 but 3 working levels in two weeks is fine with me. I'm pretty happy with the project, I'm glad you enjoyed it! I'll definitely have your feedback in mind for next Jam!
Long live detergent fox!
Long live detergent fox.