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A jam submission

Cyber LancerView game page

Take on waves of enemies and upgrade weapons as the pilot of a Cyberlancer!
Submitted by iwilliams (@iwilliams_dev), Warkus (@warrrkus), ViktorRKraus, Modus Interactive (@ModusPwnin), Pokop_Pokopson — 15 minutes, 21 seconds before the deadline
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Cyber Lancer's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.4644.464
Audio (Does not apply for Physical Games)#14.4294.429
Visuals#14.6074.607
Fun Factor#44.2864.286
Originality#273.5003.500

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your game a video game or a physical game?
Video Game

Was your game made solo or in a team?
iwilliams, warrrkus, modus interactive, viktor kraus, pokop

Did you use any third party assets, if yes what assets did you use?
N/A

Did you use choose from one of the optional secondary themes?
Retro

Does your game contain 18+ content (Nudity, Gore, Language)?
No

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Comments

Viewing comments 23 to 21 of 23 · Next page · Last page
Submitted(+1)

Nice wave shooter! The beginning was a bit slow with the “goldfish” enemies advancing slowly yet hard to it with the base weapon, but the tanks and upgrades made things more interesting as it went on. I didn’t catch that you could sell your sub-weapon to get another one at first. I suppose an upgraded sub-weapon can sell for a lot of money and therefore you would not lose your progression so far as you’d invest it elsewhere. It was fun playing with rate, damage and cooldown to find the best combination for the incoming waves.

Economy was a bit scarce, and having to choose between health recovery and permanent upgrade was a hard choice; I think that health pickups help reduce the difficulty, but I’m unusure if if they appear randomly or at regular intervals, so I couldn’t exactly integrate them in my calculations.

I played it on a laptop under Linux and performance was decent, at first I had issues with the camera but it turns out it only staggered when moving sideways (?)

I had one issue where a last enemy would remain, hidden on the platform. It was, in fact, a “fish” type enemy stuck between crates. Moving around would reveal it as it would move toward you.

A second issue, more annoying, was an armor heal pick-up that spawned right above a crate (because the enemy died there). I cannot jump so I could never get it. In fact, after game restart, it was still there, so I suspect pick-ups are not reset on restart! (could be exploited to start a new game which a bunch of health pick-ups in place, to use in case things go bad).

I would like to play more, but the beginning being a bit slow I’m a little less inclined to redo it just to test more sub-weapons and level-up configurations… I don’t know how many there are, but the lock-on was pretty useful against fish enemies, and the grenades more against tanks (it’s more a moving mine than a grenade launcher?). However, I found that sending a grenade against a wall is a good way to trigger an early explosion and kill fish you attracted previously all at once. Well, I did die after that, so not sure if the explosion as friendly-fire or if some fish just managed to hit me anyway…

Host(+1)

Congratulations on winning Overall, Visuals and Audio!

Viewing comments 23 to 21 of 23 · Next page · Last page