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The movement felt really good, and the enemy designs were very charming. We really loved the art style, and the variety of bullets definitely kept things interesting. I do wish we had some descriptions of what each bullet type does, to better strategize when we want to use them.
Out of curiosity, what was your prompt?
Thanks! Our prompt was Wild West Cowboy. We didn't have a chance to put in a tutorial, so we've added some info to our itch.io page! We'd love to expand on bullet types and add more synergies between all the different kinds.
Great job leaning into the aesthetic. I really dug the bandit designs and how they were just distinct enough to clearly be their own enemies. It also seemed like, from wave to wave, there was a progression to the song where it got more intense the further you went? May have been my imagination, but it is one of those things that always gets me hyped up.
I wanted to echo the camera movement feedback. I too felt I had to move too close to the border to actually move it, which can also lead to the tricky instance of an enemy surprising you without any time to react. My particular note is with the bullets, outside of the rat bullet (which I thoroughly enjoyed) I couldn't tell much of a difference between the others. At some point I stopped thinking about my bullet order and just sprayed when I could, seemed more effective.
Really, I just want every bullet to be a rat bullet. Give me the rat gun.
Great work!
Thanks! Yes, the intensity does increase from wave to wave and drops back down again when choosing bullets and pausing.
We have an update posted with fixed aiming (huzzah!) as well as addressing a few unintended behaviors & bugs. There are a few synergies that currently exist between a few of the bullet types that make planning out bullet order a little more interesting, but we're unsure if that's something for players to discover or something we should hint at and tutorialize more. Would love to hear your thoughts on how to better represent that!
Wow wow wow, for a one week game jam y'all really POPPED OFF! Immediately impressed just with your menu interfaces, the tutorial, the credits, the settings, what an awesome touch. Picking a font goes a long way in the polish of a game and y'all chose a great one. Omg and the art and music are so evocative of the vibe you've chosen, you have amazed me, the synergies of your team are incredibly apparent. My few notes are that I wish the camera followed the player a little more closely-- I didn't know I could explore beyond the starting FOV because the camera didn't follow me until I was right at the edge, and (this might be intentional) some of the hitboxes for enemies and my ability to target them was a little finicky, I often found my bullets going astray from the crosshairs, or bullets I thought would hit seemed to pass through enemies undamaged. I LOVE the gameplay loop though, its like a fast-paced deck-builder which is something I haven't seen before, and y'all picked a great way to skin that idea. Fantastic job!
Thanks a lot! It was a lot of fun to put together. We have an update that fixes aiming and a few other unintended behaviors. We have some exciting ideas for the system outside of the scope of the jam.
The visuals are spectacular! The look is so polished and blew me away when I was playing. Camera movement felt really polished as well, the incoming bullets were always visible for a perfect length of time. When shooting, the bullets seem to go a bit above the crosshair instead of towards the center, so it added a bit of difficulty when aiming. Great submission, the rat bullet was my favorite!
Thanks! We updated things to fix the aiming issue and a few other bugs. Glad you enjoyed it! The rat bullet is our favorite too