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Shotgun of Souls's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #29 | 3.571 | 3.571 |
Concept | #43 | 3.643 | 3.643 |
Overall | #57 | 3.339 | 3.339 |
Enjoyment | #64 | 3.143 | 3.143 |
Presentation | #84 | 3.000 | 3.000 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
3 people, full credits in the game's page!
Software used
Unity, Audacity
Use of the limitation
The player uses a shotgun that fires ghosts and absorbs them
Cookies eaten
About 8
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Comments
Excellent mechanics, I like that you can reuse the souls along with those of those you killed, it is very fun but it lacks a tutorial, good game
ART and the mechanics are cool. I like 6/10
liked the sucking in stuff to use as ammo neat little twist to the game. I also wasted my fist shot like the guy bellow me said. I found the enemies moved super fast but then again we have a dash which evens out the playing field a bit. Although the dash was going in directions I was unsure how it was getting it so I ended up getting my self stuck in the mob.
good job on the art / music though and congrats to you and your team for finishing your game.
I love your reload mechanic! It took me a second try just cause I wasted my first ghost but I like how you incorporated the theme and limitation together so well.
Besides the dash criticism others have suggested, I think I'd personally like it if the reloading didn't require you to stand still. Like how you can move and vacuum simultaneously in Luigi's Mansion. I just think that would make movement flow more smoothly.
Overall I think this is a unique and fun submission!
Thanks for the input. That's something I hadn't thought about actually! I thought of the reloading mechanic sort of as a shotgun usage too, as a gun with a hard kick it would sort of make sense to stay in place. But I might try adding more mobility, perhaps even increasing the map to focus more on movement!
I really like how you did the ammo the art and sound are great too
the dash seemed off, I expected to dash in the direction I was moving and ended up dashing into the enemies instead, but still lot of fun
Actually thank you for the dash feedback! On a previous jam game I had many testers saying they preferred to dash with the mouse in the direction the mouse was pointing, so due to time constraints I decided to go with that approach here. I had some code to split keyboard dash and mouse dash, as the keyboard would move the direction you're moving and mouse dash would move towards mouse position, but... I barely had time by the time I was inserting the dash mechanic.
The art is great! Well done.
Absolutely loved it. At first I didn't know how to get ammo (I wasted my first bullet to nothing hehe) but when I got it, loved it.
Mega digging the concept, though the controls could use some a bit of refining. Enjoyed the artwork.
I like the soul absorbing mechanic! I couldn't really tell if the enemies were poisoned or something after I shot them, it looked like maybe they were taking damage, but I wasn't really sure. It also seemed like hitting enemies with more souls didn't do more damage, so shooting one shot seemed as effective as shooting a bunch.
Thanks for the feedback!
Each ghost latches onto its target, giving it “haunting” damage each second. Haunting damage is however, a fraction of the direct hit. Each shot also does damage but, there’s the shotgun spread and the health scaling for enemies (sort of multiplies by the wave number, meaning they can get very tough).
I was afraid of making the “haunting” too over the top and distracting, so it’s just a few blueish ghost particles flying behind the enemy!
Using the enemies souls to increase the amount of bullets is a really cool mechanic! The power scaling makes a really fun gameplay loop.