Play Neurotic Experience
Rolling Girl : Neuro's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #61 | 3.365 | 3.365 |
Visuals & Art Style | #82 | 3.481 | 3.481 |
Theme | #90 | 3.038 | 3.038 |
Overall | #91 | 3.069 | 3.069 |
Creativity and Innovation | #120 | 3.058 | 3.058 |
Audio | #133 | 2.404 | 2.404 |
Ranked from 52 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Does your game contain AI-generated content?
AI was used to generate code for scene management and transitions, and was used as a whole for debugging and syntax.
How does your game fit/incorporate the theme of the game jam?
Time travel! Game is based in the future because in game Neuro is an AGI and that's yet to be confirmed but there is time travel to what would then be remnants, ie the present, to save the future, that becomes the past, which then becomes remnants, depending on what theories regarding timelines and solutions to the paradoxes you subscribe to.
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Comments
This was pretty fun, difficult little shooter, hard mode required me to conserve my shots and pick my fights and it was pretty interesting figuring out a route through the levels. The artwork is great as well. Love the interactive menus. I really like the limited ammo, but there should be an indicator of your current ammo (both in the current magazine and total), as well as for your hp. Not being able to run and dodge backwards feels really weird for a 2d top-down game like this and kept throwing me off. Besides that, this was tons of fun! Has a lot of potential to be built upon with more content and maybe more weapons, enemies, etc.
Pretty cool and fun game. I died quite a lot on the last level but managed to make my way through it in the end. Just took a few shots outside the turrets’ range
Fun movement and shooting, I only think that the rolls should make the player invulnerable, but I quite liked it!
Liked the dual approach to stages where I could either be careful and scope out my surroundings or go in loud, though the movement loss while aiming does hinder the dodging in my experience, overall nice game!
I liked the game, I tried couple different approaches on stages, going in guns blazing was fun but I preferred careful approach and taking out enemies from maximum range.
The gameplay reminds me of an old game from like 1990-2000 era I used to play as a kid. Can't remember it's name but was nice to experience nostalgia to that game through this one.
🐢pretty cool game. I died a lot though :D
This is a cool game with some really well developed mechanics that reward mastering them. Nice work!
Cool game, and I really like the "move with WASD aim with mouse" type of 2D game. The only things that put me off was how you lost so much movement speed if you weren't aiming in your walking direction. I know it makes irl sense for that to happen, but still feels weird in a game were I'm trying to move past enemies as I'm shooting them just to suddenly have my speed drop to nothing.
Also love the interactive menus, though I accidentally walked over the exit sign a couple of times while not paying attention lol.
The shooting is so satisfying, love the sound design!
this is mildly comedic to me because the ONLY 3 assets i didn't make are the sound effects
Cool game!! There's something really fun about rolling around with an AK and taking down turrets hehe
Limited ammo is kind of a cool idea, forced me to ignore turrets once and I had to dodge bullets to get to the exit! I really struggled with the last level but beating it felt rewarding as hell (': muzzle flash for the gun could be a neat extra detail for next time!
Edit: Also I thought the hard sci-fi idea of moving back through time with photons is really sick, kudos on that
Oooo, these are some really cool details!! Didn't realize at first hehe
Very cool game, the menu is very creative, but would've been cool if you could "press" the buttons by shotting at them.
Also... is anoying not having an UI with health/ammo
when you have limited ammo in each level.Edit: Wait, Is ammo limited? Or is a random bug that doesn't allow you to reload sometimes?Anyway, pretty cool. Rolling to victory!
Thanks for making it.
I tried being able to shoot the buttons, I probably could get away with it in the story and death screens but in the menu it means you might accidentally shoot them, but it was also the same script for all the scene transitions, and the jam is 72 hours.
Ammo is limited to 120 rounds + 30 in first mag for all levels except the last, which has somewhere closer to 300?
Thanks for playing it.
pretty fun run-and-gun game! i destroyed the server. the rolling feels cool. i love the idea of using the player as the UI selector but i think there's no need to show a death screen because it can be tedious to keep running onto the Respawn button. the sprites look cool and has sort of a charm to it. good job!
It seemed a bit jarring to go straight back to respawn without an explanation, plus i just am horrid at UI lol it was easier to make all the menus just game scenes.
Cool art style, but it's very difficult.
Cool shooter! Though sadly I can't read and at the beginning I thought that reloading is bugged, but then it turned out that reloading is on R instead of RMB xD. Good short game!
Yo I really like shooters like these, great idea!
Good job! the game was fun to complete! I can see myself play more of it with more content.
I think a small UI even with standard font would've added a lot to this version of the game
I thought the music would be the vocaloid song “Rolling Girl”
i wish lol but idk how the licensing on that works
Playthrough - Very epic game, although I did ran out of bullets making the game really hard to progress unless I died lol. Good job though! This is a really fun game!
Uhh! Posting gameplay video is great for the devs to see the player experience! =O
Like, for example, you tried to shoot the 2 servers at the start of the game that were set dressing =P
Great commitment! =D
Uh!!! Great job =D
Didn't manage to beat it, cause skill issue
Do you accept critiques?
Go wild lol, and yeah I have no clue how to balance it, I got equal amounts of complaints about it being hard to beat as I got about it being easy to beat.
I played the game again after getting some sleep, and this time I managed to save the world in this timeline. =P
It’s a fun game!
After beating it, I’m left wanting to play more.
I think the game difficult is balanced. I don’t mind that it’s a bit challenging.
Right now, you respawn at the start of the area, so it’s not too punishing.
Maybe you could remove the "respawn/title" screen and let players jump right back into the game by pressing a button, like in "Superhot" or similar games.
It makes losing less frustrating because you can immediately get back into the action.
I like that you move around in the menu, but I had trouble reading everything and seeing all the options it offers.
There are lots of possibilities, you can try different ideas until you find what feels right for the game.
The movement felt a little strange and sometimes sluggish. I ended up holding the run button all the time. =P
The character’s movement speed could also be a bit faster.
I like that you slow down when walking in the opposite direction of where you’re aiming, but the default speed feels too slow to begin with, and moving back makes it slow to a crawl.
Maybe you can remove the run button and make the player relay on rolling to dodge and traverse faster
You might also need to tweak enemy behavior so that speeding up the player doesn’t make the game too easy.
The rolling mechanic didn’t feel as satisfying as I expected. And because of that, I didn't use it much.
There are so many possibilities!
I had some trouble seeing the projectiles (though I love that they have physics!). I also discovered I could shoot enemies from off-screen. =P It wasn’t immediately obvious when I was out of ammo and needed to reload, so that could be communicated more clearly.
It’s all about trying out different things and seeing what works best and goes along with your idea for the game.
You’ve got a great foundation and over all the game is fun =D
Great work!!! <3 <3 <3
Rolling into objects to break them, actually, wouldn't be hard to implement with the way i have the code set up.
I tried to implement a smoother system for rolling because this one is mildly scuffed but that one ended up giving more bugs than I had time to fix.
Walking backwards is very intentionally scuffed , I like people being forced to commit to the rolls/runs, so I made backwards intentionally slow, people don't really like it very much I find.
I had actually taken a LOT of time to program a system that disallowed shooting while rolling properly lol, very intentional, I like that the speed trades off your ability to shoot.
I'm horrid with UI, making the game UI game objects you would stand on or collide with lowered the development time to a manageable level for the 3 day game jam, also let me reuse a lot of code.
A lot of the lack of UI is down to my poor UI capabilities though, which on one hand I should brush up on but i love diegetic elements.
Camera was the one thing most people agree is pretty shit, I need to build a better base for that, I've been brainstorming that when free.
Doors can 100% be something interactive but again short development timeframe meant I reused code (and in this case assets) wherever possible. Plus readability is improved by the scene's end conditions being obvious.
The Evil sitting on the box on the game win scene was actually meant to help tell the story, but implementation would've also taken more time.
Balancing was the hardest part though, if you see the description you can actually find a "Hard version" because I got a LOT of feedback on the difficulty curve and had very varying responses. I also wish I could flesh out the story but I focused on getting the gameplay fun.
I really appreciate the feedback tho, genuinely appreciate it.
I love the concept and the barrel roll, really creative with the menus!