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Splatter Blaster's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #9 | 4.045 | 4.045 |
Enjoyment | #10 | 4.000 | 4.000 |
Overall | #12 | 3.841 | 3.841 |
Concept | #16 | 4.000 | 4.000 |
Presentation | #68 | 3.318 | 3.318 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Drewmanfu
Software used
Unity3d, Pyxel Edit
Use of the limitation
Shotgun allows you to get around
Cookies eaten
0
Comments
I loved this game! It gave me a strange feeling of nostalgia like I was playing a game on cool math games during class.
Time passed very quickly with this game, it is very well balanced, checkpoints , the ghost ability helps a lot and it has secret places to explore more, the only detail is the lack of enemies for horizontal shooting, but very good game
Cool entry that incorporates the ghost theme and the use of shotgun to make for an interesting platformer. Nice work!
Very cool platformer, rather lengthy for the time constraints too! I also loved that there were secret passages, it is a cool feature.
The music was nice and the shot/reload sounds were on point. I'd have enjoyed some more oomph for when the player dies, and perhaps the spikes/saws could also have some sound indicating they are close by.
Visually it was very cohese. I just found the tutorial inputs at the beginning a tad confusing. There were also some artifacts in the platform tiles, as if the tilemap wasn't really fit. But maybe that's just WebGL shenanigans.
The double jump could have been easier to execute, I just discovered it because I kept on pressing space desperatly at the first wall I had to jump. It seems counterintuitive to not double jump when at the top height of the first jump.
There was a point in the map with a lower platform underwater, that had a secret passage through the wall. While walking through it the screen transitioned to show underneath, the transition could have been smoother, felt like going into another different place.
It took me a while to understand I could shot downwards to move up, but it was fun once I got it. Some nice platforming and spike avoiding challenges you got there!
It's also really amazing that you got achievements and a leaderboard, very, very well done there!
All in all, congratulations, I had fun with it once I got the hang of the movement!
thanks for playing and for the feed back.
I originally wanted blood splatter to stay on the spikes and blades after you died but pushed that off the list of things to do as I was rushing to get the leader board working and tweaking stuff before the end of the jam.
I really do need to work on the tutorial if you can even call it that I kinda just threw it together at the last minute and went good enough lol.
ah yes the first lower hidden room I am not sure why the cam snaps there it is part of the boundary collider for the camera there I will have to fiddle with that
LootLocker made it super easy to get the leader board set up in a resalable time frame I recommended if you want to do a high score board in any of your games.
Really fun game and great level design. One of the best games I've tried so far.
I spent a little time getting used to the controls, but I liked it c:
Loved everything about this platformer, the movement is smooth and the ghost mode was fun, though a little op. I had a bug that resulted in one of the buzzsaws just occupying a single column, requiring me to use the power to get through (only realized it was a bug cause on my second playthrough it was in a different spot), but it made me wish that it had been intentional. Forcing the player to get through a segment within their ghost time limit sounds pretty fun (as long as there is a checkpoint before it lol).
Leaderboard and achievements were a nice addition, however the scores stack with each run, meaning the top of the leaderboard will just be whoever grinds that one level with the coin pit. Similar logic must be used for the deaths, because on my second run I had gone for 0 deaths and didn't get the achievement.
Overall, lots of fun!
yeah I am not sure why the buzz saws do that some times. I never noticed that they were doing it from time to time till I was play testing the game a fair amount of times was like why is that there went into unity to fix it and noticed it wasn't going to the wrong spot there so was like hmmm. But I should do that in one spot like you say to force the player to use the ghost mode.
As for the grinding part I forgot to reset the scores when pressing restart I did fix it with the newer version of the game but I guess all the jam players that download the file and don't use the web player version will be able to do that I will probably get rid of the scores that do that later on since that would be on fair for future players. And yeah the deaths were also not reset as well sorry about that.
Great little platformer! Felt great to control. Managed to get all the way through in sub 100 deaths(not sure how much of an achievement that is..).
Fun entry! It was interesting to use the shotgun for movement instead of shooting. The cooldown for the controls, ghost mode and shooting, seemed inconsistent at times, not sure if it was. Having the arrow keys do both movement and shooting direction got things complicated towards the end hah. About half way through I realized the ghost mode depleted your score! Overall Solid game!
shouldn't be different times used Ienumators for them but I will have to keep a eye on them might have to change waitforsecounds to frames since that might vary from speed of the cpu. I should add that to the description for the ghost mode for the losing points. Thanks for the feedback and playing my game.
Really fun game and I really liked the fact that you needed to turn around to shoot and it wasn't just mouse controlled, but it was very frustrating that you needed to be in air to get the recoil from the shotgun, so it sometimes worked and sometimes it didn't and the leaderboard was really cool addition, but what was the little ghost icon supposed to do over your head?
Ah yeah when the icon is there you can press e on the keyboard or y on the xbox controller to go into ghost mode so you get a bit of time were you can get hit by stuff and not die. You can hold down and press fire well on the ground to lunch your self as well just won't get as much air works good for the smaller cliff sides.
It took a bit to get the hang of the controls but it was pretty fun after I did! I think the ghost mode should have maybe been limited in use per level, there was nothing to stop you from waiting for it to fill back up before you went through an area.
I like how you can strategically plan to use your ghost around certain obstacles. I felt really smart activating it before jumping into a pit that I couldn't see the bottom of. When I realized it was a spike pit I felt like I was being rewarded for using that mechanic intelligently. I did however struggle with the controls quite a bit. While they are tight and responsive, they felt a little awkward for me. Having to press both forward and down while simultaneously clicking was a lot for me to write to my muscle memory and I had to consciously think about the controls every time I made a jump. But overall, some really good level design! Great use of checkpoints too. I'm impressed to see how much polish your game has for a game jam game.
I really enjoyed this game. Controls felt rewarding to learn. Replaying the level it felt rly good to try speedrun the levels . I also liked the level design but by the end it felt too difficult to complete without using ghost mode
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