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A jam submission

Splatter BlasterView game page

Mini Jam 117: Ghosts
Submitted by Drewmanfu — 45 minutes, 20 seconds before the deadline
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Splatter Blaster's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#94.0454.045
Enjoyment#104.0004.000
Overall#123.8413.841
Concept#164.0004.000
Presentation#683.3183.318

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

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Comments

Submitted

Hey check out our stream and make fun of us https://twitch.tv/devdiaries!

Developer

thanks for the link to bad I missed your stream but thanks for playing the game and for the feedback I never even though about the font. And about the black outline on the gun i am not sure why I left it on since I took it off most of the other stuff.

Submitted

I loved this game! It gave me a strange feeling of nostalgia like I was playing a game on cool math games during class.

Developer

thanks for trying out my glad you enjoyed it. Cool math games eh? nice

Submitted

Why 0 cookies?!

Developer

had no cookies in the house to eat  pretty much the only reason.

Submitted

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

Developer

thanks for playing. I planed on making some kind of enemies to hit but never got to it spent the time instead on making the levels.

Submitted

Cool entry that incorporates the ghost theme and the use of shotgun to make for an interesting platformer. Nice work!

Developer

thanks for trying out my game. I was originally thinking of making the ghost mode to allow you to go through the walls as well but decided against it in the end.

Submitted

I had a lot of fun playing this game. The secret coin areas were a really nice touch. Great job!

Developer

thanks making the level layout took me more time then I want to admit. Need to get better at that kind of thing for future jams.

Submitted

Awesome game! Had a lot of fun finding the hidden coins.

Developer

glad you enjoyed it

Submitted

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!

Developer(+1)

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.

Submitted

Really fun game and great level design. One of the best games I've tried so far.

Developer

thanks for playing and streaming your play was a fun watch to see some one else play the game to see how they play it compared to me.

Submitted

Had a good time with this great work!

Submitted

I spent a little time getting used to the controls, but I liked it c:

Developer

thanks for playing.

Submitted

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!

Developer(+1)

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.

Submitted

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..).

Developer

nice my unity editor play test file has 473 deaths lol. Thanks for playing my game.

Submitted

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! 

Developer(+1)

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.

Submitted

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?

Developer

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.

Submitted

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.

Developer

I was thinking of making a limitation on it but never did get around to making it.  Was thinking of going with 2 uses and you regain uses with every 500 points you collect or something along those lines. But you do lose points if you have any every time you use it as well.

Submitted

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.

Developer

thanks for the feedback not sure what I can do to fix the controls to it a bit better unless I make the shotgun direction different from the moving direction but that might make it even more complex.

Submitted

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

Submitted

Awesome game once I got the hang of the controls. Good music too, but got a bit frustrating toward the end as the controls are quite tough

Developer

thanks for playing my game. I will have to figure out how to make the controls more solid I got used to them from testing the game so I almost forgot how much a pain they can be trying to fire your self up and going to the side instead being on of the many issues I think.