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A jam submission

Neo Minato's Loose Cannon [Jam/Demo]View game page

Demo level for a Cyberpunk Puzzle Shooter. Fire your weapon to take DroidCops® down and move by knocking yourself back.
Submitted by Yanohi Studio (@cheesepills) — 10 minutes, 3 seconds before the deadline
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Play Gig

Neo Minato's Loose Cannon [Jam/Demo]'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#63.3373.500
Use of theme#133.0513.200
Overall#142.8923.033
Concept#182.7652.900
Enjoyment#192.6702.800
Use of prerequisite#193.1463.300
Controls#222.3842.500

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

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Comments

Submitted(+1)

Very cool graphics and the music was intense! I found the controls a little awkward though. The gun firing and the push back was very nice touch though!

Developer

Thanks for playing and thanks for the feedback!

I just didn't understand well the part about the controls. You're supposed to use the shooting push back to move around (loosely like button football). Which part was problematic? Using the right mouse button to shoot, the amount of knockback, or something else?

Submitted(+1)

Nice idea, love the visuals of the game, especially the VFX.

Developer

Thanks for playing and thanks for the comment!

Submitted(+1)

I like the idea of using your gun to move around. Is there supposed to be puzzle element aspect to it? It takes multiple shots to kill targets and you only have so many bullets, so it feels like you have to plan out routes to kill the targets while also saving the bullets until you need them. If the goal wasn't to have puzzle aspects I feel like either being able to reload all the time would be nice or if you wanna keep the ammo pickups maybe you could store the bullets so you don't lose out on them if you were full.

Developer (1 edit)

Thanks for the comment, thanks for playing and thanks for the  feedback!

Yes the puzzle aspect was intended. Initially the idea was to have infinite ammo, but I felt like adding the puzzle element made each run a bit more unique and adding the planning aspect could make for better levels.


p.s: yes I'll say moving around with infinite ammo is pretty fun, kind of like a cyberpunk button football.

Submitted (1 edit) (+1)

Good job with this! I loved the setting and the mechanics were interesting, a very cool implementation of the restriction. One bug I found was that after restarting from the pause menu I can't stop shooting (WebGL build on Firefox, lmk if you want more info). Also some of the walls can be passed through.
My only critique is that is can be difficult to engage with enemies when attacking means getting pushed away from them. It's also hard to dodge since that wastes precious ammo and makes it harder to aim properly. I think this game could be improved by having two shooting options, one bigger with more powerful knockback and one weaker with smaller knockback (mapped to each mouse button). This would allow for more movement options (big move vs small strafe) as well as allow the player to take risks when attacking (big attack but fly away or small attack and stay in range).
Overall, this is one of my favorite of the jam so far! You had a good concept and implemented it well. Good job!

Developer(+1)

Thanks for the comment, thanks for playing and thanks for the  feedback!

About bugs:

  1. I tested it on Firefox (Windows 11) but couldn't replicate the auto-shoot bug, but I'll try to work this out in Unity anyway;
  2. Also about the walls being passed through I guess I saw some small gaps that could make this happen. It's also on the list now!

About feedback:

  1. I fully agree on the multiple shootings option. Actually the plan was to have multiple weapons (probably a pistol and a shotgun with stronger knockback), but you can see I'd kind of lose the deadline 😅
Submitted(+1)

I played again on Windows and didn't have an issue with auto-shooting, so maybe its a Mac thing? I was also using a mouse-pad the first time around so maybe that also had something to do with it.

Developer

Ah, that makes it a bit harder for me to check. But good thing you were able to play, at least on Windows :)