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Gunrise's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1zSRmf6ngFAeGNaMRKx0xMp4sU6v8Fe3hIrcQXThoeLk/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
YES!
Is your game set to public on itch.io so we can see it?
Yup
Summarise your game!
Gunrise is an infinite arcade roguelike game about controlling a gun, firing its bullets in order to recoil upwards into the sky, with several items and upgrades available at the shop to aid you. Along your flying journey you might encounter several challenges. How high can you go?
Please explain how your game fits the theme:
Unlike most traditional games, the player does not have a health bar, or any other similar feature, as the player quite literally is a firearm. In order to even move you have to aim and shoot out your bullets, and once you inevitably run out of ammo, the run is over and you must try again.
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Comments
The game starts out a little overly grindy I think, especially with how easy it is for shirts to block your process in the early game. But I rather liked the concept. I kinda wanna come back to this a little later to see how far I can get up. At the moment, my biggest issue is just that it takes a lot of early runs to get anywhere
Yeah, this is a complaint I got from others too, I agree the start is very VERY slow, and I never realized it due to my poor play-testing. Looking back to it there's a lot of stuff I would've added or changed drastically, like spawning less obstacles in the beginning, adding special objects along the walls that would boost you up instead of pushing you down, lowering the penalty of touching obstacles, etc... Oh and one very important thing i wish i had the time to add was a saving system, but i wasn't sure how i was going to achieve that for a web game.
I am thinking of updating the game, but for now I'll wait for the jam to end, and also finish my exams. Thanks for playing!
Legit if you do, just reply to me again saying you did and I'll replay it for sure. This one got my attention really hard, and I think you're onto something here. Saving in web games isn't too bad actually in godot. Look up resourcesaver! Our game actually uses it to save your chapter progress. But I a million percent get how hard it is to find stuff like that in the middle of a jam. Still though, I *really* thought there was something compelling about this. I could see myself wasting *hours* with just a few changes to the beginning
Very fun game! I really enjoyed the mechanics as well as the upgrade and build paths that seem available. It definitely felt a little slow at the start, I might suggest preventing clotheslines from spawning at certain minimum heights. Once you get going though you feel yourself getting much more powerful every round. It'd be nice if the shop wasn't a seperate screen and you could access it more easily between rounds, feels like it brakes your flow having to enter into it. Would be excited to see where this goes with further development! Also loved seeing the balatro esque visuals, you really nailed that
Thank you very much! I'll be honest, most of my play-testing was done with a lot of money and high upgrades so I could test other stuff, so i never realized how excruciatingly slow it is at first. When i asked some of my friends however they said it was fine, though looking back to it they probably just didn't wanna hurt my feelings or something (which is stupid, I WANT criticism). If i ever do make any more updates, I'll definitely make the start a lot easier (and of course add a saving system)
As for the UI, I'm very glad you liked it, this was my first ever project in Godot so i was a bit scared of how ambitious my UI idea felt, but it was a lot easier to make than I expected, and i think I've fallen in love with Godot's UI creation workflow.