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A jam submission

SHAPESHOOTER: The PrototypeView game page

Movement Shooter Metroidvania
Submitted by Relatively Good Snoips (@RGSnoips) — 9 hours, 10 minutes before the deadline
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SHAPESHOOTER: The Prototype's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#302.8143.111
Overall#382.5882.861
Design#392.5132.778
Metroidvania#412.5132.778
Presentation#472.5132.778

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
RGSnoips

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Comments

(+1)

★ Enjoyment: 5/5

The game is fast-paced and fun, I enjoyed it a lot.

★ Design: 4/5

A bit wonky(?) since the game is fast-paced but the shooting part is slower than the movement (for the pistol part at least).

★ Presentation: 4/5

The art style is so-so, no BGM makes it lackluster.

Submitted(+1)

Very interesting to see a movement shooter metroidvania! I like the pixel filter, and although the environments feel a little bland, I can't say much, as my 3d modelling skills are non-existent. Just a few things:

- Harvest, at least with the first gun, is literally useless, since the player can move so fast when moving anyway. All of the harvest-gated areas can be skipped with diagonal running (holding W and D or A at the same time), even straight from Grey to Blue without gaining any abilities, although the jump is considerably tighter.

- I struggled initially to tell what was the harvest bar and what was the health bar. Even a small heart image beside the health bar would help to distinguish them, along with a flash on the harvest bar when you hit enemies.

- The snowmen sinking into the ground is just annoying. It can be fixed by just entering and exiting the room, but why?

- LOADING DOESN'T WORK. I mean, I believe it might have worked on my first death, I can't remember exactly, but every other playthrough, I had to quit the game and start all over again, re-entering my settings too. Which lead to me skipping all the way to shotgun as mentioned earlier every playthrough. I once got to Blue's savepoint in just over 30 seconds, but there's plenty of room for optimisation.

- It's really hard to tell what the upgrades in the pause menu are. I never figured it out in the end, except for the blindingly obvious heart.

- It's kinda hard to tell if you take damage unless you're staring at the HP bar. Even a red screen flash would help.

- I can appreciate that it was the last weapon, but the sniper rifle has no harvest special.

- Uh, was there a way to switch weapons? Because if there was, I missed it.

- The game doesn't fit into the theme (except for the name pun).

- Finally, this is completely my fault, but at the ending I softlocked myself because I skipped slide. I couldn't access that cool-sounding playground :-/

This game definitely has a lot of potential! I can't wait to see more of it!

Developer

Thank you for the comments!! Sadly environment design was one of the parts I didn't actually get to hah. 

Being able to skip so much is quite humorous and I probably will keep such later down the line, though RED's skill will definitely need some buffing.

Loading not working is specifically in the BLUE area, I found such after the submission time ended so I'm just waiting for rating to end to fix such!

The upgrades are for increasing the meters, and I didn't make the damage overlay red since a similar visual happens when grabbing the red drops. Such will be adjusted though!

Rifle does have a skill but it is hard to see in outside of the playground, it acts like a grapplehook.  If you want to check out the playground at any point you can slide right here in the first room after grabbing the shoes (left side of the first door)!

Submitted(+1)

Thanks for pointing out the secret route into playground! Had a load of fun trying out the grapple there! I do feel like the grapple should allow you to channel your current velocity a bit more, but maybe that's just me trying and failing to those random out of bounds blocks :-)

Submitted(+1)

Some of the default settings were interesting lol the filter is super odd and made it a bit straining on the eyes. I finagled with settings in the red area, the minimum X Y were hilariously awful and the max was crack cocaine aiming, but I appreciate the freedom to get it juuust right. 

I like the sound effects and the upgrades were cool! Shotgun blasting your way as a double jump felt great. I wish there was music! Hope you finish this. Definitely a neat concept and it being 3d is a plus for me. Hop you end up playing ours!

Developer

Thank you for the comments! A lot of my play testers had super high mouse DPI so I had to set some pretty extreme measurements for the sensitivities hah. I wanted to add music but such is not my strong suit.

Submitted(+1)

In general, the game turned out to be interesting. I liked the mechanics, according to which each weapon has its own abilities. Of the minuses - the red location slightly strains the eyes

Developer

Thank you for the comment! I will probably end up adjusting the colors all around.