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Gun a Marathon's itch.io pageJudge feedback
Judge feedback is anonymous and shown in a random order.
- I had a lot of fun playing the game! The art is very simple, but is very pleasing and works particularly well for this type of game. The main thing that I enjoyed about the game is how well the mechanic is working. With this kind of "over it" game, especially because of the physics based movement, it is very important that the movement mechanic is consistent, since this type of game is about getting good at it, not luck or something else. So every time you fall, or fail to get past an obstacle, you will know it was your own fault. And that is exactly how I felt playing this game. From looking at the GDD, combined with the UI that showed negative bullets available, I have the feeling that the idea was not to let the player spam bullets, but instead have to use a reload action and have a limited number of bullets in the chamber. I can imagine the game would play a lot differently with that, although it's hard to say if it would be better or worse. I really enjoyed how well the Nudge worked to counteract the recoil from the gun. Not sure how intended it was, but for me it ended up that the A D to rotate was just used when I was stuck in and the Nudge and shot was used basically the whole rest of the time. There are 2 things I would suggest to improve, especially if you decide to continue the development of the game: Juiciness and a more in-depth GDD. Juiciness: Especially since the game has few mechanics, you are going to want to make sure that these feel great to the player. The main way to do this is adding a lot of feedback when it happens. These can come in a mix of particles, sounds effects, outlines, object or camera shake, object distortion. GDD: Remember that the GDD is not a task that has to be done before or after the development, it is an important first step of development itself. Other than being part of this jam's submission, the reason why it's important to create a solid GDD is because there is a lot of value during making a game to have a clear reference of goals, inspirations, what are you trying to achieve, mechanics and interactions. Especially when in a team, it makes communication easier, reduces doubt, and makes for less reiterations needed. It is not meant to be a presentation piece, but a source of truth for the developers, it's what should drive your decisions.
- Thanks for entering the game jam! I took aim and was off to the races! I love me a obstacle course game and guns so this was a treat to play! Art style and graphics worked great and gave me nostalgia for old nes Olympic games. Sound and music worked well and added a chill vibe to otherwise crazy shooting physics. Controls were a bit rough the A D rotate worked sort of but did not respond as well as mouse aim might (could be a difficulty factor also) Overall great work and this was a fun game. Tighten up the controls and it will be a repeat fun play for me :)
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1ylpC75XU6WMEJP3__8mdw1lpOSBztAiViKuT7jNzb00/edit?tab=t.0
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!
Challenging Streamer-Rage 2D pixel art physics game where you are a gun and you need to get to the finishing line of the marathon only by nudging the gun and shooting to move
Please explain how your game fits the theme:
You are literally a gun I hope this fits the theme;
The project corrupted/crashed last minute, I hope I managed to fix everything that broke, but that's just fun fact.
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