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Cyber Nights's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #15 | 3.652 | 3.652 |
Presentation | #17 | 3.478 | 3.478 |
Overall | #18 | 3.348 | 3.348 |
Enjoyment | #19 | 3.087 | 3.087 |
Concept | #29 | 3.174 | 3.174 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Just myself ๐ง๐ป
Software used
Unity, Paint.net, Meshy, Blender, Audacity, ChatGPT
Use of the limitation
When you hold down the left click you shoot and slow down time. Therefore 1 button 2 functions ๐ฎ
Cookies eaten
No cookies butthe treat I consumed the most was milkshake ๐ฅ
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Comments
Really like the visual style of this, very cyberpunky, loved the neon. Balance wise, more of a cooldown on the bullet time is probably a good idea, with the multi-shot at the end - a cool feature, which reminded me of a talk I heard about a reload mechanic.
The gameplay is pretty straightforward, although I did notice that the geometry bounced shots in interesting ways, you could probably take advantage of that. Constantly backing up and firing works for most things, although it's a lot easier to dodge shots when you're diagonal from an enemy rather than directly across from them, which adds a nice touch of strategy to the backup and hold shoot pattern.
It was cool that there were a lot of different enemy types, but other than the shooters, it didn't matter much to the gameplay because the solution was pretty consistant no matter who you were encountering - keep your distance and fire at the closest enemy. The shooters were the most difficult. It seemed like sometimes your bullets would deflect theres, but it didn't seem consistant, which is for the best, as they were the most challenging enemies. It seemed like if you were in a bad situation dodging a shot could be impossible, which isn't terrible, since you have some control over your positioning.
The music worked fine. Don't do much 3d gaming/creating, so I can't say much meaningful about it other than the laser deflections being pretty random at times (normals?) The game played out well for me in the sense that I only got to the boss when I had pretty much mastered the game, was getting a bit bored with it and was more or less on full health. So I beat the boss and was done. Exactly the right pacing for me.
Wow thank you so much for the in-depth feedback ๐
Alot of the balancing issues came from a bit of indecisiveness when trying to implement a load of ideas at once ๐ on reflection I would have liked to have the cool down bar recharge and not instantly jump back to full ๐
Yes the bounciness of bullets. That's a story and a half ๐คฃ so I put all the building in but only put collision on the first 5 or 6 and forgot to do it on the rest.. to get around this just put a long strip of collision on either side of the player... It's rough but kinda worked. I had alot of problems with bullets not behaving consistently. I found when I just put an alive timer on it kinda gave a the result I was looking for and liked they bounced a bit so just left it like that ๐
Tweaking the enemies turned out to be the hardest part. When I had them I was a bit like "now what do I do". Wish I had made some different mechanics other then they just run at you or shoot ๐
I am glad you managed to get to the boss. You did very well to get up to that point (embarrassingly in my own game I sometimes struggled to get there in testing ๐คฃ). Yeah I needed to add some more spice to keep it interesting (which was going to being leveling system but they got abandoned on the last day) but it just never worked out unfortunately
Thank you again for taking the time to write your feedback it honestly means a lot ๐ I have also seen you have gone to other and wrote quite the breakdown of their games and I commend you for your efforts as I am sure it means a lot to those guys aswell ๐
I like the idea behind the game, and the visuals, although I think my computer/browser had trouble running it! Feels like the game has good potential though! + the limitation and theme were nicely implemented
Thank you for you feedback ๐
Ahhh I did worry that would happen with some people as I didn't do much optimising. One thing I was going to do was export to a Windows download build just incase people had issues with playing through browser but never got round to it.
Thank you though for for giving it a go still it's very much appreciated โบ๏ธ
Good work! I like the gameplay and the art.
Thank you for your feedback ๐
Love the visuals in this game. The map and music feels really cyber for me! Did not quite use the slow time function so you could add more benefit to that (the shotgun is a nice gimmic /or a bug ;)) Wouldยดve loved more preprocessing or juice with screen shake and stuff. Other than that: lovely submission!
Thank you for your feedback ๐
Gimic/bug is the same thing in my eyes ๐ so the shotgun bullet shooting was kind intentional which is a rarity for me. My original idea for this was to have a left click button do different attacks depending on how long you held it down and then released it (1 second one shot, 2 seconds shotgun, 3 seconds Lazer for example)
As you can tell that didn't happen but a bit of it did sneak in ๐
Cool graphics and music choice. Really gets you into the cyber vibe :)
I think this game could benefit a lot from adding more juice, that is, sounds when you fire bullets, when bullets hit, camera shakes, pushing back the enemies when they're hit, etc. It would add a lot to the experience ^^
Regardless, good job!
Thank you for your feedback โบ๏ธ
I totally agree it was missing something and those things would have elevated the experience. I think I just got so distracted making enemies I just kinda forgot to go back and work on those things ๐
I was worried about what you might think about the contrast cause I had a nightmare balancing that in this game. Making it light enough to see but not so light that I would have to call it "Cyber Day" ๐ Ended up building this game 4 times just cause of contrast ๐ I will take it that it wasn't mentioned comment that it was fine โบ๏ธ
Huh, yeah I didn't even notice any issues about the contrast, and I can be pretty picky about it (even though my current entry is NOT a good example for good contrast, but I was being lazy this time :p).
Making a lot of enemies is tough if they behave differently. Personally, since I'm solo, I'm currently focused on making 1 enemy max in a way that would compliment the mechanics of my game.
Definitely had a pretty strong retro techno vibe and I felt the combat was smooth pretty well balanced/paced, the limitation was well implemented too. Also nice variety of enemies like somebody said. I agree some progression counter or any kind of tangible goal with a beginning and end (as opposed to progressing indefinitely) would have been nice. Great job!
Thank you for your feedback ๐
Yeah I think I am showing my age with the kind of style I went for! I was saved by the motion blur which I only did 20 minutes before submitting!
Yes totally agree about progress. Wish I had spent some time but was worried about breaking anything ๐ I should of made it clear there is a boss at the end.. but will be honest on play throughs did wonder "how will anyone know there is a boss"
Next time think I will put some story in to point that out โบ๏ธ
Am really amazed by the enemy variation that you had, and I also loved the graphics, audio, gameplay, really pollished, GG
Thank you for your feedback ๐
Yes enemy variation was something I really wanted in this Jam entry. Last time I made a game for a jam in only had one enemy and was really disappointed.. so made a collection of enemies to flesh it out a bit this time ๐
The game is really fun! (I am so bad at shooters though...)
Thank you for the feedback and glad you found it fun ๐
I suck at shooters aswell ๐ have no idea what came over me choosing to make this haha
You can totally just spam click if you want, the slowing effects arent as strong but still present, and allows you to shoot faster. V fun game!
Thank you for you feedback ๐
Yeah I did try and put a counter measure in the if you hold down the shoot/slowdown time button it does shoot 3 bullets at a time. I will be honest never tested it out though rapidly clicking so will have to test that out next time I get to my PC๐
Yee that was pretty useful as well. Its really a tossup on what you want to use, which is nice. I think that if you wanted players to hold down the fire button more, a good way would have been to send more bullets at them, so they have to actually react to something instead of blasting everything away before it can shoot
Very fun game! Don't know if the bullet deflection is a mechanic or not, but had fun using it!
Thank you for the kind comment ๐ Haha it was intended... only after I discovered it was happening ๐
I had a glitch where the dogs would pile up behind me and push me forwards super fast, was pretty fun.
You found the super secert way to speed through the game ๐
Only kidding i did test that with one dog but not with multiple ๐ should have added more mass to to player!
Good find ๐
I can't imagine doing all of this in one day! I'm not a very good gamer so I did not make it far, but I agree with other comments that having a damage meter for enemies would be good. I also wish the time slowdown was enough to get out of the way of shots but maybe I just need to get gud.
Thank you for your feedback ๐The game jam was 72 hours and managed to submit it 62 hours in (cause I was very sleep by that point ๐ด)
Yeah one thought I had at the end was making a difficulty option before starting. I did however run out of time.
If it makes you feel better I stuggled to defeat the boss at the end a few times playtesting. My own creation was beating me ๐
Nice submission! An impressive game to get done with a 1 person team in 72 hours. I love the aesthetic and the angle of the camera and flow of the game are well considered. I'd love to have some kind of feeling of progression, even if it was just a score count for the number of enemies defeated.
Nice one!
Thank you so much for the feedback ๐It was quite hard going getting it all done in time. Had to axe alot of things in the end and many ideas fell by the waste side.
I was going to have a level up system. So you pick up exp and level up to shoot more pallets or gain more health. On the last day tried to put that in and it broken the bullets.. so chickened out and scrapped that idea cause was worried about getting do in time ๐
I loved this. Great style and a good degree of difficulty. I really enjoyed how the laser pellets bounced around.
I think this could be a real game if you choose to keep working on it.
Thank you for you feedback ๐
I was trying to balance the difficulty so it wasnt easy but wasnt difficult. Had a hard time with either doing that or adding more features so glad the difficulty felt right for you ๐
That means the world to me that you think it could be a real game. Currently just a jam project but might have to think about it being a bigger project!
Great game! Awesome graphics, interesting gameplay, fantastic work. Thank you for your game!
Thank you for your kind words ๐
I discovered that a bit of cel-shading covered up alot of imperfections ๐
I like the aesthetic of this one. It could use more feedback, like letting you know if an enemy is taking damage or if the player is getting hit—maybe some sounds, shaders, or screen shakes. But overall, it's a good game! I really like the slow down time mechanic.
Thank you very much for your feedback ๐ooo yes that would have been great wish I had thought of that! I will keep that in mind for future projects ๐