Play game
Doc's Shufflin' Shootout's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #1 | 5.000 | 5.000 |
Sound | #2 | 4.222 | 4.222 |
Overall | #4 | 4.306 | 4.306 |
Engagement | #5 | 3.778 | 3.778 |
Use of Prompt | #9 | 4.222 | 4.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
The level of polish here is bonkers for a one week jam! Y'all did a great job overall.
Since you're developing this game beyond the jam, I'll go into more detail about the parts that didn't work for me. The pattern that I fell into during the shootouts was: leave cover, spam left-click to fire all of my shots into the nearest enemy asap, get back into cover, reload. Reloading took longer than the other steps combined, so I spent most of the game sitting behind cover and waiting. However, I don't necessarily think the reload should be shorter! I think there were a few other factors that were pushing me towards playing that way.
First of all, the enemies would usually chill and let me do this, so I didn't feel pressure to try a different strategy. I'd be interested in seeing a version where the enemies flank you, flush you out with dynamite, and/or shoot at your cover to damage it.
Second, it seemed like it took multiple shots to kill each enemy (except for the rat bullets, which seemed to be a 1-hit kill). I could be wrong about that - maybe most of my shots were actually missing - but regardless, it felt easier and more reliable to empty my whole gun, especially because I knew I could safely reload in cover. This took away from the fantasy of being an accurate, coolheaded gunslinger, and it also made the bullet effects less important because my plan was to hit each enemy with everything I've got.
This leads into the last issue I noticed, which is that there wasn't enough incentive to be strategic with the bullets in combat. In the planning phase, there was a bit of strategy (e.g. putting 'lasso' just before 'buckshot). 'But once I was in the thick of it, I didn't think it was worthwhile to wait until I could damage multiple enemies with a single 'arcing' or 'piercing' shot, or hit a fast-moving enemy with the 'ice' shot, or move in close before using 'buckshot'. It was faster and safer to shoot everything at whatever enemy I had a good angle on than to plan each shot out.
Ok, that was a lot of criticism, so I want to stress that I do like the game! I'm looking forward to seeing more of it!
Thank you so much for the feedback, we do greatly appreciate. The critiques you made certainly are valid and will help to take what we have into something so much more! I think it is important to emphasize each bullet you have and make them feel like they matter more, and to me i feel like more needs to be done to make that happen and allow for more dynamic game play.
As far as the enemies personally i think their behavior does need tweaking and that will be addressed as we develop this further. When developing this i originally used the A* algorithm for pathing which made enemy movement feel much more lively but it had errors that i don't think we were fully able to address by the time we were to submit so i had to fall back on using unity's NavMesh agent to do the job. Is it serviceable? sure, but i feel that there is room for improvement so i appreciate you bringing that to our attention. Perhaps with the time allowed to us we can fully look into a hybrid navmesh agent with A* pathing to get the best of both worlds. Touching further on AI and enemies a bit i had tried to make them more aggressive and i feel like that didn't really work, but that is something that will for sure be looked at when we take this beyond the jam period. I like the suggestions of enemies being able to either flank or flush out the player using explosives, or even destructible environment pieces.
Like i said we appreciate every ounce of criticism that you have given to us and to us that shows to us that you love and care about this enough to provide feedback to make this project the best that it can be! As an art form the only way for things to improve is through critique.
ha super fun, i *really* love the concept here! Also wow, the visual polish here on a week long jam is great, it all looks so cohesive! I think my only feedback would be updating the enemy hitboxes, a number of times it felt like my bullet would clip the sprite but not register as a hit. But yeah, great work would love to see this even more fleshed out!!!
For a one week jam, this is an INCREDIBLE outcome! movement felt great, and the controls felt intuitive. Art and sound were top notch, and I was able to clear all three waves my first try (albeit by the SKIN of my teeth!) It was fun to select my bullet loadout and figure out the synergies (My favorites being lasso + buckshot or ice or anything, TBH, and the rat bullets in general.) Only thing that sticks out is that I didn't see any sort of hit flash or inidcation that i hit an enemy unless it was a bullet like ice or poison that gives the enemy a cosmetic change, and I didn't notice some of the effects of some of the bullets, even following the description on the Itch page. Fantastic stuff all around!
Thanks! This is great feedback. We're definitely thinking of ways we can better balance things and provide some more feedback that things are actually happening. Kind of a broad question, but do you have an idea of any elements currently in the game or that could be added that would pull you to replay it? Anything that would make you say "one more run" after dying or finishing waves? I could see this becoming a deck builder where you start off with Regular bullets and can get card packs with drops of varying rarity that have these effects over time.
I think you have such a solid foundation, that there are a BUNCH of things that you can add that would make the game have a ton more depth without tooo much effort. The one thing that immediately comes to mind that I keep coming back to is adding money, and making the player buy bullets in between rounds. Adding another resource would force the player to have to factor their economy into every decision they make. Do you stock up on cheaper yet weaker bullets towards the beginning? Or do you save up and get a couple of really strong bullets? Do you get something to deal with the armored enemies or do you thug it out and save up? I think it would be a cool risk/reward scenario for the player to be able to call in the next set of enemies early, in exchange for some extra cash. I think the greed mode from the binding of Isaac might be a cool reference for something like this. As it stands, I think it’s very easy to find a combination of bullets that combos well and allows you to go to town on most enemies, so I think making the player work for that would do wonders to make the player want to try again and experiment with different strategies.
of course there are other things too! Such as bosses/mini bosses to keep the player on their toes, more bullets with different kinds of effects and more enemies to use them on!
Got a little long winded there, but I hope any of this was helpful! I think you have a great foundation here that’s just BEGGING to be built upon. I’m more than happy to bounce ideas off you if you ever need!!!
That would be sweet! We can link up on Discord. We have a whole document full of potential ideas that were out of the scope of this jam and a ton of great feedback.
Aww yeah! My discord user name is “Scrumbo”, I’ll keep an eye out for an add!
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!
Another commenters mentioned having brief descriptions for what each bullet does. I think that would help a ton. Something short, 3-5 words, kind of like how Balatro does it if you've ever played it.
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