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A jam submission

Drink RunView game page

Submitted by Whullum, Hi_Jr, Valentine (@ValentineSatSuz), Lorenzo Torres — 14 hours, 15 minutes before the deadline
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Drink Run's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#43.7003.700
Design#43.7003.700
Overall#53.8003.800
Metroidvania#64.1004.100
Presentation#113.7003.700

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Drink Run Team

External assets
External sound effects from Soundly

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Comments

Submitted(+1)

I really liked the effects, but I kept getting lost. I also wish that there was a reload button.

Submitted(+1)

That was fun, good gameplay and enjoyable music. The graphics perhaps weren't as cohesive as they could have been (there were pixels of varying sizes) but I liked the gun particles. The controls worked well, never needed the dash though.

Some comments about the map. I had no idea what was the point of the red doors before reading other comments, I also thought there would be a red gun because that's how all the other doors worked. I also encountered a pitch-black room that I couldn't even go back from and had to load a save (to the right from the double jump). You also seemed to have the same problem as I did - a big map but no time to create a map system. More difficult enemies could have also begun to appear as the guns became more powerful as well.

While the map was a bit unclear, I still enjoyed the game, cheers!

Submitted (1 edit)

Really solid and impressive entry. Fun to play. Took me a while to get into it because there is not enough guidance, especially early on, but I'm glad I stuck with it. I agree with a lot of the good feedback here, so I'll just comment on a couple things: 

1. At first I thought the healing was broken because I bought hp and nothing happened. It wasn't until I double-checked the controls on the game page that I realized I had to press 1. 

2. Important item pick-ups are very easily missed bc the little words come and go quickly. 

3. I didn't even realize that shift to boost was a possibility. However, I found it too difficult to make use of. 

4, There are some enemies that shoot you as soon as you enter a room. That feels unfair. 

All in all, this is fantastic work and one of the best entries I've played so far.

Submitted (1 edit) (+1)

Like other comments here, I agree a map would be really useful. More varied terrain could help with navigation too.

The game is great overall! Love the glow effect and little particle explosions, they add a lot of fun to the game. Super polished for a game jam :)

I think it would be nice if in addition to different guns opening different doors, there would be puzzles that encourage using the different guns in unique ways. Something to make the player feel smart when they solve it.

Developer

Thank you! Yeah, maybe changing the doors to open them solving a little puzzle using the Gun Settings you unlock would make the game be more fun to play.

Thanks' for your feedback. We really appreciate it!

Submitted(+1)

Really dope game!! The art is great, love the character and the general aesthetic. The tilesets and backgrounds do get a little repetitive, and it can be hard to tell when you're going in a circle because all the rooms look so similar in such huge zones.
I liked the crafting mechanic. Being able to choose between hp upgrades or heals is a very nice way to reward players for grabbing tickets, although I would maybe suggest the max HP increasing drinks to come with health, because it's a bit of a chore to pump up your HP that high and then spend a bunch of drinks in a row just to have full HP.

The mechanics feel really nice, all of the weapons feel great, jumping and dashing is responsive, it all just works! I really love using the shotgun, it feels powerful and the jumping with it feels fluid.

Dashing I think it could benefit greatly from some sort of visible cooldown, like the guns have, since the distance between jumps feels a bit long (which is understandable, might be too much power to zip rapidly). I think either a meter/timer in the UI or some kind of variation on the character sprite would help the player know exactly when they can dash again.

As far as metroidvanias go, colored doors are probably my least favorite obstacle... I ran into a loooot of red doors and yellow doors and you can't even attempt to bypass them, they're simply a wall. Even something like a phaser lock is a little bit more fun, since it hints to you that there IS a piercing weapon you could find, rather than a yellow keycard.
For an example, I think rather than having just a blue door, have a door that opens when you press a switch on the other side, which you can make by shooting a trick shot arc with the stream gun. Instead of a yellow door, a burst jump obstacle is all you need. Although given how samey the rooms looked, having colors did help a little bit with remembering places to backtrack to.

Game overs were a bit frustating in the early game, especially because some enemies seem to kill you VERY suddenly. I think there may be a discrepancy in me not realizing how low my HP is, because earlier in the game I would increase my health bar with drinks, die without finding a place to save, and then when I respawn I don't really notice anything is different because the health bar never changes size. While it does look very slick and solves the problem of an infinite potential health bar, I feel like it probably would have been better to use a smaller health bar that grows. If you're worried about it overflowing, I'd suggest using stock like Metroid reserve tanks or layered health bars where they change color and start over after depleting.

Figuring out how to do the recoil jump was kind of difficult. It's cool when you get it down, but at first you sort of expect it to work like a double jump. I tried many variations of jumping off the platform on the left and shooting down and dashing to no avail. (Which, good thing that DIDN'T work, otherwise I might never have figured it out)
That and at first I didn't even realize that burst was a separate gun that I had just received, separate from the constant fire lol.
It also feels pretty inconsistent, sometimes I can get really high, sometimes I don't go nearly as high, and I'm still not 100% whether or not the shotgun works more like a double jump or if it's just the burst gun but higher.


The item getting could use some fanfare and important text so it's not mistaken for something less important like a drink ticket. Several times I'd pick something up and not even realize until the room tried to teach me what it was. 

(Also I don't think you wrote that there's a reload or double jump button anywhere, didn't find it until late game and up to that point had been messing myself up trying to break a habit of using rightclick to reload from when constant fire was my only gun. And for double jump I'm still not sure whether or not that was a powerup)

Having just beaten the game, was there even a red gun at all?? It wasn't necessary to get to the 'end of current build screen'. I spent WAY too long going in circles looking for it, being completely lost. If there's no red gun I'm actually devastated lol. That'd be mean. I only even attempted the endgame because I had reached the point of exhaustion looking for it.

Also the new game button doesn't work, it starts you back at the initial room with 100 HP, but I started with all my guns.

PHEW ok I know this was a LOT of critique BUT I really actually like this game a LOT and I think it could be the start of something really great if you wanted it to be, the engine is very solid and the mechanics work very well, it's a lot of fun and I hope you iterate on it! Great work!
Developer(+1)

Thank you a lot for your comment! You made clear some important points that need further improvement/polishing. We really didn't think opening doors like you mentioned, maybe that way will make the game feel more different and rewarding. 

We have some variety of enemies, but they have all the same properties.  Maybe they are a little hard when you first start, unfortunately we didn't have much time to playtest it .

Recoil jumps are difficult to master yes... but once you get it, I believe it's pretty easy to replicate. Maybe a little tutorial room with all of those techniques will make things easier to practice and understand.

I'm a little sad to tell you this but... no, there's not a red gun :`(. Let me explain: there are 2-way doors and 1-way door,  you can travel a 1-way door only from one side., the other side(red door) is unlocked once you travel from the other side.  Maybe if we had a map were you can see the entire level would make things easier to understand.

Finally, thank you so much for your feedback, really appreciate people like you how play the game till the very end (and more in your case lol). I think your comment will helps us when we do the Post-Mortem.

Submitted(+1)

Ahhh yeah I definitely didn't think the red doors would be one-way. I guess the problem was that the rest of the game all of the doors follow the same rule of 1 specific weapon = open 1 specific door color, so I never even considered that. A map *might* help if it has some sort of clear indicators there, but I think not putting the one-way lock on the door itself would be even better.
Instead of a red door, it could be a regular white door, but behind a gate with a button you can see. You can't shoot the button to open it through the gate, but it would tell the player "hey if I find my way to that door from the other side, I could open that gate for sure, especially since I know it's a white door"

I'm sure there's other solutions, that solution in particular I just stole from Super Metroid, which also relies a lot of weapon-specific colored doors like your game. 

I look forward to the post-mortem!

Submitted(+1)

Very nice shooting mechanics and bullet visuals! Platforming control is also great. I enjoyed the action. Managed to pick up yellow gun before stuck in textures.

Absense of the map in combination with monotonous backgrounds and enemies make it way too difficult to remember where to go and it's hard to keep playing after yet another round over the same rooms in trial to find escape. 

Gameplay is easy and fun. Shooting battles are my favourite here!

Developer

Glad you like it! A  map would be really useful, but unfortunately we didn't have time to implement it.  Thank you for your comments :D

Submitted(+1)

Hi!

Your game is actually pretty sick! You have a huge amount of content. Lots of upgrades and a huge map. Speaking of which, I think it would have been great if you added a map for the player to look at.

Otherwise, I'd say improve the graphics a bit and fix a few bugs and you'll have a pretty solid game :)

Developer

Thank you! A minimap was planned, but you know how this works... Sadly we had no time left to do it