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A jam submission

Gun Morning (Gamejam_Vesion)View game page

you are a gun an then they thrown you to the action
Submitted by Rubeoko8 — 3 days, 6 hours before the deadline
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Gun Morning (Gamejam_Vesion)'s itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1h-5Py9ZpPN-kzZrSeEs6VVyMgFd-niDzdWRnrp-Y1Bg/edit?tab=t.0#heading=h.lr899156xjnx

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!
Esc to pause and menu, right click to slow time and click to shoot

the game has some colorblind options

Please explain how your game fits the theme:
my third game, I'm proud of how is going

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Comments

Viewing comments 27 to 23 of 27 · Next page · Last page
Submitted

Okay this game is so fun. I can see speed runners competing with this as well as some kind of infinite mode. I enjoyed trying to figure out how to use the physics to my benefit without also unclicking the rmb. The pixel art and level design are cool. I spend most of my time in the slo-mo mode though maybe it's a skill issue not being able to use the normal time as a boost? Love the crt effect and the level select screen. Especially because the effect isn't too overdone so everything is easy too see. Great work and great game jam game!

Submitted

This was a fun mechanic. The full speed was completely uncontrollable for me so I basically had to play only in bullet time. It felt like the only case where it made sense to switch to full speed was when I had a bullet in the air and just needed to move forward. With that in mind i think it would have made more sense to have bullet time be the default and have you click to fast forward. Or slow down real time a bit to make it more manageable. I also felt that having to click the gun to change your velocity was odd. I was expecting every shot to effect velocity.

Developer(+1)

You are right, normal speed loses a bit of sense, but I found the problem, the real reason why it's uncontrollable at normal speed is the impulse mechanic. It's really hard to impulse in the correct direction at full speed.

I'm experimenting with some possible solutions. Thanks for the feedback!

Submitted

Sorry, I harmed silly guy out of curiosity lol The mechanics were awesome, especially slow motion - but it was a bit too overpowered, perhaps make it limited in the number of uses per round to give the game some difficulty curve. Art was especially nice, and the backgrounds too. Sound effects were very fitting also. A great little game that you made in two weeks!

Submitted

amazing game!

i really like the artstyle and gameplay

i wasn't a huge fan of the autoscroller camera, especially the seemingly random left turn in the last level - it made me lose track of my player a lot of times - maybe you could add a little icon that points to the player if you're offscreen

also having infinite bullets and time slowdown felt a little op - i have a couple of suggestions in terms of this:

1. make slowdown limited (or have it charge up so you still have to spend some time outside of it)

2. make slowdown faster

3. make bullets limited so the player can't just spam them

4. (imo the best way) add scoring based on how many bullets used and seconds of time taken total, with bullet time NOT slowing the timer down or the amount of slowdown used (or both), which adds a lot more replayability to the game and incentivizes you to not spam bullets and slowdown

Submitted

Wonderful visuals, the CRT fits the vibe so perfectly, and the UI and menus are just so professional. At first I thought it was awfully challenging, but then I noticed the slow mo mode. That was thoughtful to include! I also want to point out to everyone that this game allllmost had a visual novel component, and that's so hilarious to me that I feel you deserve credit for it even if you ran out of time lol. Very fun and cute game!

Viewing comments 27 to 23 of 27 · Next page · Last page