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A jam submission

Firearm Shuffle (Mix and Game Jam)View game page

Top Down Shooter with Card Mechanics, Jam submission for the Mix and Game Jam 2020
Submitted by Seth Tal — 9 hours, 26 minutes before the deadline
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Firearm Shuffle (Mix and Game Jam)'s itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#723.7353.735
Art#803.9183.918
Sound#1763.1023.102
Creativity#2243.5313.531

Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Were the art assets made during the 48 hours?

Most of it

Was all the music/sound created during the 48 hours?

No

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Comments

Viewing comments 30 to 21 of 30 · Next page · Last page
(+1)

More interactions with the cards and this would be a well made little roguelike with an interesting spin. Loved it, especially figuring out the gun pushback and sliding through two groups of enemies closing in thanks to utilizing it. Well done!

Submitted(+1)

The game is well polished ! One thing though is that I feel like the cards mechanic is more similar to temporary weapons like Breath of the Wild rather than an actual card system °°
It kinda reminds me of Realm of the Mad God if you've heard of it !

Submitted(+1)

Excellent game.  Each art material can also be unified

Submitted(+1)

I liked the fast pace of this game! The art and sound design was really impressive as well. Well done :)

Developer(+1)

Thank you for taking the time to comment and play my game. Im glad you enjoyed it! I also enjoyed your entry immensely, fantastic work!

Submitted(+1)

Right now I don’t feel any incentive to switch weapons, mostly because most enemies behave the same and I just amass a blob of them over time. But I see some great potential in this idea, would love to see you explore it further!

Developer(+1)

Hi! Thank you for playing, and I appreciate your feedback! I agree that due to the way weapons are balanced, and the strong similarities between many of the enemies, that actively swapping between weapons is not a necessary choice the player should consider when playing. I think to counteract this in the future I would like to focus more on balancing the strengths and weaknesses of different tools the player has available such that the player will consider which tools to use at any given time. Thanks again for taking the time to express your thoughts. I very much enjoyed your jam submission as well. I think you and your team did a wonderful job!

Submitted(+1)

Thank you very much!

Submitted(+1)

Really neat game and very addictive to play. Kinda reminds me of Realm of the Mad God with its gameplay

Developer(+1)

Thank you! I really enjoyed Realm of the mad God for a time. I can definitely see where you would pick up on this inspiration. Thanks for playing!

Submitted(+1)

Love the clean movement and visuals. Wish we could have implemented your camera script for our game haha. Good job!

Developer (1 edit) (+1)

Well if need be in the future I have provided a link to my github repo to all of my scripts used in the project. You can find this link on the game’s itch page. You can find the camera script in the “Player” folder in the repo. Thank you for playing!

Submitted(+1)

First thing that stood out was the clean pixel art. Really loved how the character moves and the effect of recoil that made gameplay feel really smooth. 

Just a personal question, were the cards supposed to look like dogtags?

Developer

Hi, Thank you for your feedback! I really like the idea here, but no my intention was for these weapon pickups to look like cards, but I guess they do actually look like grave stones or as you suggested: dog tags. I’m still learning how to add clever and understandable detail to small scale pixel art. Thanks for playing!

Submitted(+1)

Hi there! I really enjoyed Firearm Shuffle, have been playing for the last half hour!
It feels active, always looking for better weapons, which made it more enjoyable to me than other twin stick shooters where you can just circle around to win.
My feedback would be :
- Is there a way to indicate to the player which guns are on the floor? I can now tell the difference more easily, but at the start had to really look.
- What would it do to the experience to have the enemy count fluxuate more wildly, either as waves or based on player input. So there would be some time to collect weps freely in downtime and maybe even decide to discard cards in favour of others
- It reminded me of 'I made a game with zombies in it' from the old Xbox arcade days. Might be interesting to watch a playthrough to see how other devs make wep pickups and hp loss obvious to the player
Hope you have time to rate and give feedback for Maizegunner, thanks!

Developer

Thank you very much for playing and leaving your honest feedback.

It was an intentional design decision on my part to make gun pickups random. It will always be a random weapon. This was because I did not have time to draw smaller “card” sprites for each individual gun. I agree it would be better to change this such that you can see what you’re getting before picking it up.

I think changing how enemy spawning works to something similar to what you suggested would essentially fix most of the pacing issues my game currently faces ( i.e. there is literally no pacing :P ). It was my original intention to include waves and improve spawn times before submission but alas I never ended up doing this.

Player feedback on taking damage was basically just an oversight on my part. I didn’t consider it once during development and that was a pretty major mistake. This I will definitely be improving on in the future.

Thanks again for your feedback!

Submitted(+1)

I really like the gameplay! Also next time try to enhance the schooting visuals. It's still great tho!

Developer

Yeah thats a great point. At times it can be hard to see projectiles with so much happening on screen. Thank you for playing and thank you for the feedback!

Submitted(+1)

Is there a way you could review my game?  Im trying to get some feedback since its my first jam

Developer

I did leave a comment but its not entirely feedback based, more reaction-based on my first impressions of my playthrough. I’ve decided to directly reply to you here and leave some constructive feedback.

Pros:

  • Simple but effective level design with fair challenge almost all the way through
  • Simple but well fleshed out main mechanic (teleporting) that is intuitive and easy to use
  • Polished look and feel, although lacking slightly in the animation department
  • Wonderful sounds and music that adds to the overall vibe of the game (very subjective take but I’m not really great at giving good opinions on audio design)

Cons:

  • Spikes can be very unforgiving, I recommend changing the hitboxes to only kill the player if they land on top of the spike
  • alternatively I think you should zoom the camera out more and design with a larger scale in mind as your level design at times felt claustrophobic. This amplifies my issues with the spikes being a slightly unfair challenge (sometimes)
  • On a personal level I’m am not really a fan of how the main mechanic controls, I think this is because I have to maneuver the main character in order to position his teleport location. I’d rather aim at a location with the mouse, but this is probably very controversial to your overall game design as its clear the levels were designed with player movement in mind, but that’s my personal opinion on the matter.
  • Although squash and stretch animations are effective and easy to implement it would have gone a long way to add some motion to some of the environment sprites at least. Even better, animating the character sprites slightly would definitely improve the lack of motion in any given scene to make it more visually interesting.

My last criticism I feel may be a little unfair so I want to clarify that I think the game looks and feels absolutely wonderfully for a jam game, almost indie quality. I just wanted to suggest some improvements.

Submitted(+1)

Omg :00
Thats a nice review I will definetly use for my 1.1 build of the game! I appreciate your efforts.

Viewing comments 30 to 21 of 30 · Next page · Last page