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Become The Weapon's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1HivFCRzy8sT7fU82VG4j4ZZQVjTvjiyHcLdL60xQyEA/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?
Yes
Summarise your game!
Become The Weapon is a co-op roguelike run & gun where you shoot enemies and collect coins to upgrade your weapon.
Please explain how your game fits the theme:
Your character is a weapon.
Is there anything you'd like the judges to pay particular attention to?
Try win a couple rounds. There is a difficulty ramp after 30 coins!
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Comments
If I hold the mouse button - the character stops moving. Feels a little bit weird. Other than that - very well made game! And the art style looks great.
Fair for shooting stopping being abit awkward. I should've allowed the attack state to move aswell, but at the same time I kinda liked that players would have to slow down to fight (more likely to get hit by enemies).
Thanks for playing!
yeah, that makes sense. maybe reducing the movement speed while shooting will do the job better :)
Was able to buy all the upgrades except investor in just one run, which made investor a bit redundant, though my first few runs I didn't realise I could buy them since the shops looked empty. I'd probably balance the prices of the perks a bit to make investor a bit more worth it. I think showing the players gold at all times would be good so it's clear how much each type of coin is worth. Other than that it was pretty fun, the dash was nice and after getting some perks to increase movement and firing speed it was really fun to do combat.
I wish I would've had more blind playtesting to catch the shop issue, I heard the comment a couple times... It kinda makes me sad that some people could've played and totally missed that feature altogether.
The tank kind of threw off the economy balancing - it was an addition the morning of the submission LOL. It's probably better for the game jam because it allows people to play with all the perks/skins, but I definitely would look over that in future revisions.
Thank you for playing and the great feedback!
I enjoyed the art and mostly the character design. I think the character look cute, even the enemies. Some of them I didn't want to kill becase they looked so peaceful. I also liked the animations and overall enjoeyd the game.
There were actually some enemies that were meant to be the player at one point! I liked the pistol too much so ended up using them as enemies. Having them in the panic state definitely makes them cuter, but then they turn around and shoot you with fireballs LOL.
Thanks for playing :)!
i really like the art style and the idea in general. i have to try it with friends, pretty sure its 10 times funnier, and its very fun in single player already
It definitely adds an extra element of fun having to try to revive your friend and have your friend use you as a shield LOL. I'd really like to see a full lobby one day, most I've play with up to now is 2 players.
Thanks for playing :)!
I'm impressed with how much your team was able to get done during the game jam. Well done! It was a little difficult to play on my laptop with only the trackpad, but I could see it being a good time with a controller/mouse & keyboard and a group.
We did work a lot on it (~80 hours total team-wide). So that might have influenced it :P.
I actually tried to play a little with trackpad and I fully agree that it's quite difficult. Definitely a better time with mouse or controller.
Thanks for playing despite this :)!
I didn't really know what to expect from this game but it turned out to be a gem. The art is amazing. Simple but with a taste. Main menu & tutorial are another items that I absolutely loved. The idea & execution are perfect, amazing job! The game itself runs and feels smooth. Dash is definitely a must and I loved it. Another thing I loved is when you shoot - you get slowed a bit. That gives some room for strategy - shoot shoot dash or you can spam it straight up. Overall there are many things I can give positive review on but you really did a great job & I loved your game.
The only small things I wish were done different is map being available always (like a radar in game or something similar) and the goal would be more obvious.
Really really appreciate the kind words <3
Dash is definitely a must - should've put extra bold emphasis on it during tutorial. Makes the game go from very hard to smooth sailing.
Shooting part we'll say was a design feature and not a limitation of my state machine 🤫. I ended liking forcing players to slow down a little and have to dodge attacks.
I was kinda stuck up on having all UI be in-game interactable (due to the COOP part). I had told myself that players would just memorize the map, but that's an unrealistic task (given I also tend to get lost LOL). That's definitely something I would change in future releases.
Thank you so much for playing!
Shooting bug became a feature, nice :D But I did like it. Otherwise maybe would feel too easy.
Cute game! I liked the movement and the enemy designs, played solo and had a good time just rolling around. The tutorial was also very well done. I also had some issues with the map generation, where the first two times I went in, there was no special rooms? So I assumed that each map was just the grey rooms. I also never figured out how to get upgrades? I poked around and looked through a few maps to see if I had been missing something, but never found it. I assume that's on me though. But I did enjoy it! Good game!
It's not just on you, goal would be for it to be clear for everyone (I had some people that weren't sure too)... You don't find upgrades, you buy them! There's 2 shops upstairs in the lobby you can use your coins in. Maybe should've made that clearer somewhere!
Also weird that you didn't get any special room, maybe you were just unlucky with the map rng. It should give you alot of special rooms in the first few rounds you play - maybe I should've used a set number of rooms instead of a random number of rooms...
Thank you for playing the game despite this!
Nice job on this game! I really like the art and the music! Gameplay felt very polished and I didn't run into any issues while playing. I wasn't able to play this with anyone to try out the co-op, but the game still felt good to play as a single player. Great work!
COOP is definitely not required but it makes for some funny moments with friends (you also miss out on the revive mechanic). Glad you enjoyed it and didn't get issues! Thanks for giving it a try!
Good idea on changing the tutorial icons from keyboard to controller on a timer. That would have saved us a some work of detecting the input device and i think the way we did it is still buggy. It seems like i have to walk back to the lobby to use my money (always died before i went back) but that involves a lot of backtracking which isn't the most fun thing i could be doing. Keeping your coins after death or at least half of them I think would encourage more players to continue. Good tutorial! Great art assets on everything. Really good job!!!
You were being too greedy :P. Goal is to figure out how much you are ready to risk; when is enough for you to come back up? I should've considered having a config that lets you keep inventory though (abit like in Minecraft).
I fully agree with the backtracking not being super entertaining. The entrance is the center of the map so it shouldn't ever be more than 3 rooms away. But there definitely should've been portal rooms near the edges to fast travel.
Controller system overall is quite nifty. I had to have a cyclic UI in parts because I didn't know what controllers to expect (you'll get a totally different experience on keyboard, Xbox, PS). I also had to make a custom UI system to support multi-controls...! Should definitely consider releasing this subsystem at one point.
Thank you for playing!
This is so polished!
The controls felt smooth and intuitive, and the tutorial was great.
Solid GDD, plus there was something slightly cathartic about killing a mini Mjölnir post-jam, too.
Hope you managed to get your dev frustrations out on the enemy :P!
I'm surprised you found my GDD remotely good, I kinda threw it together in half an hour. Maybe the font and GIFs are a good distraction.
Thank you for playing!
It was cohesive and communicated what it needed to well (which is what you want, really).