Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Collateral DamageView game page

A vampire-survivors-like with a twist of hopelessness. A power-trip cut short.
Submitted by Samsai, Tuubi — 7 hours, 10 minutes before the deadline
Add to collection

Play game

Collateral Damage's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness#193.0003.000
Linux compatibility#213.7503.750
Intention#253.2503.250
Presentation#262.7502.750
Implementation#262.7502.750
Overall#263.1003.100

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Previous Linux Game Jam submissions (optional)
https://samsai.itch.io/sauna-simulator-2018

https://samsai.itch.io/end-user

https://samsai.itch.io/cursed-platformer

https://samsai.itch.io/beat-noid

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

An interesting idea for a vampire-survivors-like game. Unfortunately, I couldn't make it to the end as it failed to keep my interest. That said, it does feature nice graphics and sound design. I particularly liked how the bodies remain in place, serving as a visual record of my kills as well as my failed attempts to save civilians.

Host (1 edit) (+1)

This is a tough one - I don't have a lot of genre literacy, and so I feel like I'm not the best person to speak to how well this balances working within genre conventions against subverting them.

This feels solid for the most part, but in my mind takes a little too long to get to its point. I took new weapons over upgrading existing weapons, so I *think* I took the shortest path to the end (the bottleneck seemed to be how many enemies were within firing range rather than how quickly I took them out). If I hadn't spotted that there was some kind of ending, I would have likely stopped playing much earlier.

I mentioned while streaming that I think this was the least engaging of your team's submissions over the years, and I want to make sure I highlight that that's a statement about the high bar set by those previous games. I'm still giving you high ratings here!

As always, great to see sources. I'm going to assume that "aftermath" from the optional prompt list provided some inspiration, and that helps draw focus onto the ending/give it a little extra resonance.

Developer (1 edit)

Your criticism is entirely fair. I don’t enjoy playing this one either. In fact, I’ve never been interested in the genre, and my only contact with it is seeing Samsai play a couple of these games on his streams. I get why people get hooked on them, but they’re not my drinking vessel of hot beverage. I also enjoy our previous jam games a lot more.

That said, this jam was another success for me personally: I got to write some bad code I won’t have to maintain and solve interesting problems I’ll never encounter in my day job. I didn’t get to write any silly prose or doodle more than a few tiny sprites this time, but that’s okay.

By the way, making the game “get to the point faster” would actually be the opposite of what we had planned. The idea, at least in my mind, was that you’d need to actually get good at it to ever reach the disappointing but inevitable conclusion. If you played well, you’d reach the expected power trip phase before things start to fall apart. Ideally you’d come in feeling like a proper hero and go away knowing that you achieved nothing of value. That it just wasn’t worth it, at all. You know, like war in general. Apologies for any hurt feelings, war enthusiasts!

We never had time for proper balancing and a lot of our plans had to be scrapped due to time constraints. But that’s casual jamming for you I suppose. As it is, there’s not enough build-up for the (anti)climax to make an impact, and getting there is tedious at best. But seems like some people actually had fun with the game so I guess it could be worse. :)

Host

I felt like I was playing well - or at least as well as the game seemed to be allowing me to play, and I think it would be possible to halve the time it took to get to the end without sacrificing the sense of a long trudge toward excessive escalation. If I were making this game and working on emphasising how that builds up over time, I think I'd be looking at showing escalation on the enemy side over making the experience longer. Of course, this is your game, not mine!

I'm not sure if you caught my stream, but I was definitely talking about that aspect of not accomplishing anything/doing more harm than good. I don't think asking war enthusiasts to be critical about the stuff they fetishise is anything to apologise for! :D

Super glad to hear it's been a rewarding project to work on!

Developer(+1)

I didn’t mean to insinuate that you weren’t playing well. Just that the game is very easy. As soon as you upgrade to an SMG or two, there’s no challenge. It just becomes a rather tedious slog as you said, with no buildup, no goals apart from that next upgrade. But that trudge is incidental, not intentional.

The game does feel too long, but that’s because we didn’t get around to implementing planned features that would have (hopefully) made gameplay more interesting. “The best-laid schemes of mice and men” et cetera. We slapped together what we had on the last day and tested just enough to make sure it doesn’t explode, but that’s all you get.

Host

Gotcha!

Submitted(+1)

Really fun! I enjoyed exploring how the different weapons work, and the art was pretty nice! Some music would've helped but no music kinda fits the general theme of the game so idk
Also unrelated but the itch page looks really sweet :D

Submitted(+2)

That was a blast. Dropped the bomb at 1076