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A jam submission

Immunity SystemView game page

Turret shooter for Pirate Game Jam 16
Submitted by Dragonside Studios — 6 days, 8 hours before the deadline
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Immunity System's itch.io page

Judge feedback

Judge feedback is anonymous.

  • GDD Amazing work on the GDD; it was clear and very detailed. The gifs on the mechanics were a nice addition and helped to clarify the controls even more. Very detailed time of development. The only thing I would add are the credits on each step of the timeline. Gameplay You jump straight to action after a browser recommendation. Short and effective tutorial; kept the pace going. The gameplay is straightforward, easy to get used to, and easy to master. I loved the balance you have to maintain between defense and attack since you lose control of the turrets while manning the missile. At first, I would recommend adding more DAKKA because nothing feels as good as a long brrrrrr. But when I tried to be cheeky and speedrun the game by only launching missiles, I discovered the mechanic of when you lose a turret, the power is transferred to another, making it faster. With only one turret left, I had all the brrrrr I could wish for. You have a good variety of enemies with different behaviors that get added as you destroy the core of the nest. Each feels unique and demands a different way to be dealt with. The asteroid floating around the station, forcing the player to change turrets constantly, is a great touch, keeping you on your toes, and paired with the power-sharing mechanic, it felt unique. The small flash on the turret indicators was enough for me to find out where I should go to defend after sending a missile strike. It was noticeable, without being invasive. Controls are fluid, the bullets feel responsive, and the missile is a nice change of pace. You having to control the missile to open and then navigate the tunnels to reach the cores felt amazing. After a little bit of wriggling the controls while en route, I could almost master the missile mechanics in seconds. The "orbital lock" was an amazing way to switch the missile control from free flying to using the target as a reference; I had no trouble whatsoever with this smooth transition. I appreciate that all the controls had inputs for keyboard and mouse only. It's good for accessibility. The challenge mode after the first clear gives the option for the player to keep going without having to restart. The difficult ramp-up felt very organic. With all that being said, I don't have any feedback to improve the gameplay. It feels very fleshed out as it is. I believe adding the features planned on the GDD, and maybe a few different munitions, the game will be polished enough to be a great standalone. Art The art has a good feel, using the low-poly basic graphics and high-quality art for the portrait; it's well balanced. The color palette is good, and the monster designs are distinct enough for the player to recognize the threat instantly and act upon it. The ambiance made me feel like a soldier, frankly, trying to defend my station in outer space. Sound design The BGM starts as soon as the first wave comes. A short BGM loop that has the outer space feel. Gave great ambience. I also appreciate that the BPM was in sync with the turret shots. The SFX for the turrets and the monsters are spot on. The missile feels like a rocket. Amazing voice acting. Not very long but felt perfect. In a defense situation, a CO needs to give short and direct orders. It felt perfect. The delivery switches from "You know the drill. Let's calibrate the turrets and go to the cantina. I heard today we will have synth-potatoes." "WHAT'S THAT?? MAN THE GUNS, RED ALERT" sounds urgent but disciplined. Very well done. Last words As you have noticed, I didn't have much to add. Your game is very well polished and fun to play, with a very good core loop. The only thing you can do is expand the concept. The fact you launched the game 6 days before the deadline and used this time to gather and implement feedback from players was an amazing approach. Great job, Dragonside Studios!

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1dBknhyy3fYHOXzthO0hlLOFo1YHSdUomb1SH07G0_iE/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!
Immunity system is a 3d turret shooter game in which a player clears enemy waves and destroys enemy bases with a mix of turrets and guided missiles.

The game should be self-explanatory, but the core loop is to clear your waves, then launch a guided rocked at the spawner weak points. You'll then want to guide the missile through the revealed tunnel.

If the rocket controls are too difficult, use the middle click to change the control type.

There is voice acting that should explain the controls as you go, so take it easy and follow the commander's instructions if you feel like you're missing something.

Please explain how your game fits the theme:
Loosely, the game is a metaphor for the human immune system. This is a weapon against foreign bodies that works of its own cognition.
More literally, the player is taking on the role of the automated system. It is a weapon that repels enemy forces, and we emphasized the separation between person and system by adding a military commander character that barks orders at it.
Lastly, the theme is most obviously integrated with the guided missile mechanic, where you directly fly the missile and take on the role of that specific projectile.

Is there anything you'd like the judges to pay particular attention to?
We spent a lot of time on the game, but we also paid special attention to the GDD, Itch Page, and made our code base public in the hope that it could help other jammers out.
 
This game experience will take between 5-8 minutes to complete. I humbly request you take the time to get to the end. There is an additional level afterwards that is a challenge mode, but I do not expect you to spend the time on something with its difficulty cranked to 11.
Bonus level is possible, but my best time is 18 minutes.

Except for the sound effects, we made everything here.
Every model, texture, voice line, and piece of code is ours, nothing was copied or pulled from an asset pack.

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted

Super Fun! love the voice acting, especially when he yells at your when you damage your own ship's hull.  cant give you an totally accurate review because i played this game while one of the devs was  guiding me and giving me hints. but i very much enjoyed learning about your game almost destroying the mother asteroid.

Developer(+1)

Thank you!


Yeah, a lot of people miss that alt control option for the missile, I might default it the opposite way.

Submitted

First thing I noticed was how polished it is. The mood is perfect, the atmosphere and environment is beautiful and kinda creepy. It's soooo cool to see voice acting in a jam game, this is only the second time I've seen it, and it sounded totally professional. The music is a perfect fit, very sci fi but also very "oh no!" And any time I see 3d in a jam I'm automatically impressed. The fact that you made your own models is even more impressive, they look perfect for the style of game. 

The whole concept is cool, and winding through the tunnels feels reallllly satisfying, it's a great mechanic. Unfortunately I keep dying just before detonating the third core. I must be making some really dumb mistake, but the enemies overwhelm me at that point. That's nothing against the game, just me being  garbage at it. 

It's a super strong game over all, wonderful job, everybody!

Developer(+1)

All good! thanks for playing!

one strategy is to break all the caps first, then to go for the cores.
also, detonating early if you're not fast enough to get to the core allows you to get back to defending.
another strategy is letting other turrets die so that your favorite one is at max power.
Lastly, make sure you're using the boost to get to the tunnels, it helps reduce time for them to spawn!

Submitted

Wow there's some unexpected strategy here, I might have to try again then.

Submitted

Got a time of 08:07. This is a fun game! How the heck in the story this is a one-man job I'll never know, but I managed to defeat that thing with one turret down still. Neat! The retro 3d style is super nice, with smooth gameplay, good sound, and voice over too! I especially like the rocket control that is slow enough to be controllable yet requires some precision to navigate inside the asteroid. This reminds me of a turret section from an old dogfight game that I really love. Thanks for that nostalgia trip.

For some criticism I'd say using the middle mouse button to switch turrets is nice for sure, but makes someone like me who uses mouse with smooth wheels way harder to play. I think using button presses would be a better choice and would allow more precise gameplay. The enemy also hits quite hard too, and would take away almost half a turret's health in seconds. It's quite harsh when I am focusing on dealing with a single side and getting the other side destroyed immediately.

But anyway, this is a very nicely built and polished game! Well done!

Developer

I thought we had a voice line that noted it, but you can use the left/right arrow keys to switch, as well as num row 1/2/3/4 for specific turrets, or num pad 2/4/6/8 for specific turrets based on N/S/E/W.

I hear you on the enemies hitting hard, however-
We made sure that the game compensated for losing a turret, speeding up other turret fire rates and reload speeds.

Let me know if anything else comes to mind!

Submitted

Navigating through those giant asteroids was sick. The enemies behave really cool and made the game feel super fresh, nice work :)

Developer

Thanks!

Submitted

Nice game! You even got to make a tutorial intro, really cool

Developer(+1)

Thanks, most of that credit goes to our incredible VA!

Submitted (1 edit)

Another game about fighting the immune system? Sign me up!

Very polished game, everything looked, sound, and most importantly felt good. Great work!

Developer

Thank you! Love that you enjoyed it!

Submitted

Super challenging but fun! Best part gotta be channeling the missiles through those narrow tubes.

Developer(+1)

Yeah, those tunnels were crafted by our 3d artist, solid level design for guided rockets. 

Submitted (1 edit)

Extremely well made and engaging, from the music to the voice acting, everything was really well executed and formed a really nice experience!

Developer(+1)

Fantastic, appreciate that you had a good time with it!

Submitted

Loved the way the shooting felt. 

Developer(+1)

Thanks! I worked hard on it. 

I think it might be tied to framerate though, which is a potential issue. 

Submitted

How would you fix something like that? (I'm super new to this).

Developer(+1)

In unity there are a few approaches. 

The first one is to use Fixed update, which fires on a regular interval instead of at the end of every frame, so framerate independent. I don't think that works well for input though. 

Secondly, you can multiply things by time.deltatime, which is the difference in time between the last two frames. When you do this, it can help keep things like move speed consistent. I did this to my mouse input and I think that's the issue- you should only add it to things you need to. 


I'm not actually sure why it behaves how it does, but for my next FPS I will be sure to completely revisit and rework my look mechanism approach. 

Submitted

Good call! Do you have any ideas for your next FPS?

Developer

Yes, but it will have to wait for the platformer to be finished first. 

Y'all did awesome with this! I love the aesthetic and art direction. The  Guidance system parts were really fun to toy around with. I love the other turrets slowly ramping up their rate of fire to compensate for the lost turrets, just a lot of really neat things going on here!

Developer

Thank you! We really wanted to make it engaging and interesting, glad it was that for you!

Submitted

Well done, I really like the idea. I did however struggle a bit with aiming when going into the tunnels due to all the twists and turns. Regardless, enjoy playing it!

Developer

Ah yeah, you might have an easier time with the alternate missile controls (press M or middle click at any time)

Submitted

Really enjoyed this! The missile flight felt intuitive and the music was great. Major starfox nostalgia! If I had to think of one thing a small radar or directional indicator for enemies would help since vision is so limited. 

Developer(+1)

Yeah, we considered it but ended up scrapping it for time constraints. 

Submitted

Really liked the asethetics, liked the feel of the guns. The missile control was learnable but still kinda hard. I didn't see your note on the easier rocket controls until later. I didn't understand at first that i needed to go inside the rock. I started by shooting all the red things on the outside. Really nice job tho, feels pretty polished and ya'll did a good job of teaching the controls i think.

Developer

Thank you!
I'm not changing the submission at this time out of general fear of breaking something, but with the feedback we've had, I might default the missile controls to the opposite of their start in the future.

Developer(+3)

One of our playtesters created a speedrun.com board for the game, which is incredible.

Immunity System - Speedrun.com

(+2)

Happy to help for the cause!

Submitted (1 edit) (+1)

Wow! This was a lot of fun, love the art style and controls. Game is very intuitive and feels polished. 


EDIT: I really like that loosing a turret powers up the rest. I was worried and more stressed when first starting but after I realized it powers the rest up I left all but one alone to see how powerful they got.

Developer(+2)

Thank you! glad to see you enjoyed the power mechanic!

Submitted(+1)

Great game and art. I feel like you really nailed the theme you were going for. The monsters looked scary and the controls were clean. Overall really great game! Good job!

Developer(+1)

Much appreciated!
Got the last package out just now, the spiders are animated.

Submitted(+1)

This is a really nice game jam game! I like the artstyle and gameplay (even though I'm quite bad and can't defend multiple towers at once 😅 in the second? level). The GDD is also very thorough and one can see you put a lot of effort in it. The "helping" mechanics, where after one tower falls the rest become stronger is also a very nice and welcome addition.

You've been also been working on this Game continuosly - as seen on the Development Schedule, you organized yourselves well! I also really like that you have made the repository openly available, as it will help newer gamedevs learn how to do certain mechanics present in your game.😁

Overall, your team should be proud of this result - it is an awesome experience!

Developer(+2)

Thank you! We put a lot into this jam and it has been an incredible experience so far. I appreciate that you noticed things like the public repo.

Submitted(+1)

This game is sick, looks great, sounds great. I had a little problem at the begining with controlling the missle, that most likely my fault, besides that very great game.

Developer(+2)

Thanks! If you press M or click the middle mouse, you get the simplified missile controls

Submitted(+1)

This looks great! Game play was fun and GDD was SOLID! The graphics are giving me Star Wars BF2 vibes. I love it

Developer(+2)

That's what our base inspiration was, so thank you!

(+1)

Awesome entertaining game! Killing all the space worms in endless mode made me feel like Rambo on his last stand. Would recommend having a bit of information telling you about the HUD on the bottom right that lets you know that the flashing red means enemies are targeting it, white is current turret that type of stuff. Overall a fun game that had me giggling as I try to erase the alien hordes!

Developer(+1)

Good suggestion on the HUD info, I will see if we can get that in before cutoff.

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