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You Have One Shot's itch.io pageJudge feedback
Judge feedback is anonymous.
- The whole game is based on the main mechanic of "piloting" the bullet, while the rest is about how different mechanics interact with this base one, which is a classical case of emergent gameplay. However, it is important to note that, in cases of emergent gameplay, that base mechanic needs to play well and feel good, or else all the derived mechanics will subsequently not play well. While the concept is great, I believe the implementation is not quite there, holding back an otherwise really good idea. The gameplay loop, which reminds me so much of the movie Wanted, is a great concept. And you were able to think of clever mechanics to interact with it to be able to create a puzzle speedrun game out of it, great job. You did a good job creating different type of levels that made good use of the implemented mechanics. I personally don't understand much of the need for being able to move the character in the initial box before shooting. It seems like an unnecessary part of the game unless some mechanic that made use of it was implemented. I believe the in game art adequate and, with the exception of the motion detectors, were coherent in style. You showed good planning and designing skills with a gdd that included basically everything someone would need to know about the game, including planning out all the mechanics. Lastly, I'd like to give some insight specifically around the 2 main mechanics, controlling the bullet and bouncing off walls: On the rotation of the bullet While I can't be sure, it seems to be that the choice was to translate the mouse movement directly to a rotation with and initial offset. Angles can be very weird to work with(god I don't like Quaternions), which can cause the types of issues you are having where the angle changes inconsistently and abruptly in certain positions. My suggestion for this would be taking a look into adding more or less to the angle axis instead of a direct correlation to the mouse, as well as adding a smoothing, which can be done by having a constant "target" angle to achieve instead of directly editing the angle. Reflection of bullets Pure and simple, math is hard. I understand the choice for a jam to simply invert the direction of the bullet to the exact opposite, but that makes it so the bounce is only correct when slamming straight into a wall. I recommend looking into angle equations a bit (honestly just need to find the one right for your case) to be able to actually calculate the new angle for the bullet after impact. This is allow you to do a lot more with the levels, will make the playability much better and allow for things like the maneuvering within pipes like you planned to do originally.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1a11gkbHk4sm_EPatDFJQ35H7Tc6ehGbAtm3kSpZiubo/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!
The bullet is controlled with mouse movements, the player must interaction with the level through hitting enemies or interactions in order to complete the level.
Bullet Simulation: The bullet is constantly moving forward, so the player can only control the rotation of the bullet.
Bullet Interaction: The bullet will have different interactions depending on what is hit, it will kill an enemy, trigger a button or bounce off a wall.
Bullet Teleportation: The bullet can enter pipes to reach new areas of a level.
Decoy Enemies: These enemies do not need to be hit to complete a level, and only exist to draw the player away from the real enemies.
Shielded Enemies: Bullets bounce off shielded enemies, this action deactives the shield however leaving the enemy open to being hit.
Motion Detectors: If the bullet hits the blue beam of a motion detector, it is game over. This gives the player an obstacle to avoid at all costs.
Please explain how your game fits the theme:
The game fits the theme by allowing the player to be the weapon by controlling the bullet as the main gameplay interaction in the game.
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Comments
This game is one of my favorites in this jam! It kind of reminds me about the old rocket mechanics in Fortnite a while back. I like the fact that before you shoot, you have to do a little planning about the fastest route to kill all the enemies.
Thank you for your kind words and for playing !! Very much appreciated :D .
Nicely done, that's a nice roster of mechanics that can be used for some really interesting level design, all centered around a very simple mechanic. I can see how this can be greatly expanded up. Moving targets and having to keep you agent safe from attackign enemies are some of the ideas that come to mind.
Obviously very basic on the visual and audio side. This just begs to look and feel bullet time. And the narrative is hilarious.
Unfortunately I couldn't go pass level 6, the switch just refused to get hit, instead I would just kept bouncing off of it.
There is a bug with the buttons, that causes them to bounce off weird sometimes. It has been fixed in the next update :).
You have to hit the buttons from the front in order to activate them otherwise they will bounce off :D
Thank you for playing and for your feedback ! Very much appreciated!!
Very cool idea, and very good to play too. Some levels are quite challenging! I had fun figuring out the best routes. Also, very pretty thumbnail! Great work overall :)
Thank you !! both for playing and for your kind words :). Glad you enjoyed it !
this is such an interesting idea, i had alot of fun planning different potential routes and shooting my own character to be silly c: it felt very good to play, amazing work!
Thank you so much ! Glad you enjoyed it ! Sounds like you understood the game entirely :)
Fun little game, Found that you can get out of bounds by bouncing off of the ground at a very very low angle
Yeah the bouncing is easily the most buggy part of the game haha, which is why it wasn't used much in the level design. I just didn't want a instant failure if the player hit an object :) . Thanks for playing and glad you had some fun with it :)
now I've got carpal tunnel
Hahahaha , I was so tempted to add a WASD for the bullet , but moving with the mouse seemed like it's own challenge xD . Thanks for playing and sharing your times ! I shared mine in the comments of the game itself :D. Glad you managed to get through it ! Some of the last levels are a bit difficult .
Cool concept! Game has a few bugs though, otherwise interesting.
Thank you ! yeah I couldn't get the bullet bounce to work correctly but I thought it was good enough to be included in a MVP. The most annoying bug is the levels not being shown in the main menu even after unlocking. I swear that was working xD hahaha. Thank you for playing and giving some feedback :D
the game gets very repetitive after a little bit, alot of the levels are repeats of the previous at a harder difficulty, the game would actually do well with less levels as it would keep a flow of new things coming
Many of the levels being repeats of the previous at a harder difficulty is by design. The whole point is that as you are getting better at the game , the game is getting more difficult. With more time I could have made the game less repetitive and add more mechanics for the player to interact with. But I think it's a fair effort after two weeks for a single dev. Thanks for playing and your feedback ! :D
The game is very slow, I need more action!
Hahaha , that is more then fair. It is made to be a puzzle game where the player considers their moves before starting their attempt. Sorry if you thought it was something else xD. Thanks for playing !!