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A jam submission

BlasterXCasterView game page

Blast some robots to bits and to meet your mission's quota
Submitted by Pizza Dev ๐Ÿœ โ€” 2 hours, 11 minutes before the deadline
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BlasterXCaster's itch.io page

Link to your Game Design Doc on Google Drive.
https://drive.google.com/file/d/1d0mZW19Va1Tvtyi2tfSm-0zcPK_OcAKT/view?usp=drive_link

Have you checked that your GDD is publicly accessible ?
Ye

Is your game set to public on itch.io so we can see it?
Ye

Summarise your game!
BlasterXCaster is a third person shooter / action game. Currently you play one mission with a random quota for how many bots you need to kill and of what type. Blaster has an arm cannon and his ammo doubles as his life. He must defeat robots in order to get his ammo back and continue the chain of destroying robots to get more ammo. He has a robot jet pack named Caster who gives him faster mobility and pulls in near by ammo and energy pick ups as long as Caster isn't bottomed out on energy.

Please explain how your game fits the theme:
I wanted the player to mechanically feel like a weapon as they need to make sure they keep their ammo topped up in order to not die. Thematically Blaster and Caster are weapons sent down to destroy security bots for money.

Is there anything you'd like the judges to pay particular attention to?
How is the over all difficulty? Do the controls take a while to get used to or do that work naturally? Does the game feel unfair in any way?

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Comments

Jam Judge

We apologise for an issue that has occured with submitting your rating. Your judge's review is pasted below:

Hey! Thank you for your submission! This game was interesting to play. 

I enjoyed the artwork of the Main Character, the Weapon, and the Pack. I also liked the cute/minimalistic look of the enemies in game. This game made me feel like I was playing a retro shooter from the early 2000s or the 90s. 

I don't know if I'm just bad at the game, didn't understand a specific mechanic, or if the game was just really hard, but I died a LOT. It felt like my bullets weren't doing anything. Your GDD says that successful attacks 'heal' you, but it seemed like all of my bullets were draining my life and nothing was regenerating my life. It meant that I wasn't capable of killing the full number of enemies on the objective list. 

I always like games that have additional movement abilities; so clever use of the jet pack and incorporating that into the theme. 

Your GDD had what I was expecting. I noticed your information under the "art" heading, but it may be helpful in the future to have a color palate that you're working with. some of the colors worked really well, while others felt a little out of place. 

The controls felt fine, it was just a little hard for me to tell if they were working 100% because either a lot of my bullets were missing, it took a lot to kill each enemy, or the bullets 'disappeared' before hitting the enemies because they were too far away. I'm unsure exactly what was transpiring. 

Great game, if a bit difficult. Good art style, very nostalgic sounds, feeling, vibe, responsive controls, well thought-out GDD; overall a great offering for this GameJam!

Submitted (1 edit)

I'm glad to see the legacy of the greatest MegaMan games ever made are still alive and well.

I really like the concept, and while the controls are a little finnicky for me, I think with some tuning they would be very natural. Specifically, the aim reticle moved very fast for me, while the mouse look mode moved extremely slow. This made it fairly difficult to control, but fixing it is just a matter of having control sliders for the sensitivity.

Submitted

The character is really well done! Great texturing, animations, and controls especially

Submitted

Really well made game, feels responsive and satisfying. The lock on feature is implemented really well.

Btw, I initially tried playing this with a mac trackpad, and this seemed impossible as right click and left click needed to pressed simultaneously.