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A jam submission

Codename: ShootieView game page

Submitted by finian1, ChiyoKyokane (@chiyokyokane), Oliver Lancashire — 14 hours, 7 minutes before the deadline
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Codename: Shootie's itch.io page

Judge feedback

Judge feedback is anonymous.

  • GDD: The document seems good. Nice with drawings/images to art for giving thoughts behind their design and UI. Very good with the animation section. If I could give more points for a well-made section, I would. It is short, but the images tells more words, so in my eyes, it tells me a lot that it is handcrafted due to rigging and a lot of hardwork goes into it. However if I had to nitpick; I would say that perhaps add an development timeline would show more of the state of the game. It shows transparency and the progress being made during the timeline. Perhaps show a rendering image of ingame main menu to showcase from paper to actual product. That is something a investor (which is typical what a reader of GDD would be) could be very interested in. Game: I am impressive with the main menu and the option setting. Nice with rebinding and audio control. Good job on the gallery. It is good that it is locked before the gameplay. However I expected that I could move with wasd at first. it confused me a lot that some bullet can teleport while some doesnt, which makes it harder to know when to shoot. Also it teleported me in random location sometimes. Perhaps seperated movement from the bullet mechanic would improved the game experience better? It feels underwhelmed to play the game when there are some "runs" that just ended after 15 sec of gameplay due to some bullets doesnt teleport me and when it gets better when I become the last "gun" standing, it still feels underwhelmed since it was due to luck and RNG of the teleports. (Note; I played this on fullscreen mode) Bugs: * a visual bug in help page; a purple square is blocking the text - making it hard to read. * Some enemies are purple squares. Perhaps related to bug above? * The game lags sometimes and it runs liks 10-15 FPS, even on a PC that can run smoothly elden ring. Perhaps something is taking a lot of stuff in the background while running?

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1QTO7u1r73rBDz-Bl6MsWjnJwcMYu-8wRO5O-GQKSveA/edit?tab=t.0#heading=h.85lakdyvcb8q

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!
The player controls Walther, a detective Pistol with a job to do. Shoot and dodge your way through the Ironclad Hotel to defeat the evil Blunderbusse Gang.

Please explain how your game fits the theme:
You're a big ol' gun

Is there anything you'd like the judges to pay particular attention to?
How the restriction of manual movement creates interesting strategic moments where you need to spend "life" to move to a more advantageous position.

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Comments

Submitted(+1)

This is very good! I love the art style and the gun characters very much, and it's a rarity that you've got the time to make the Gallery! It has been a while since I saw something like this, not even AAA do this nowadays! The gameplay is also quite nice, just that it's a bit slow. Speaking of that, the game is surely a slow and

methodological game. I originally played this as a fast-paced game and failed miserably, and realised that you really need to plan and aim every shot quite carefully. I like it though, got a score of 510, probably not very high.

I'd say the game really punishes misses, and adding one bullet for an enemy defeated or box looted was very punishing. It doesn't help with the fact that the shotgun shots do not move your character as well, making it somewhat impossible to go and chase an enemy without wasting a bunch of shots. I guess the obstacle-filled scene also contributes to it too. Also, a minor suggestion would be adding in bosses once every few rooms, just to mess things up a bit.

But anyway, this is a very good game! Well done!

Submitted(+1)

A really nice concept! I love how your gameplay embraces the theme: you really thought about how to add your twist to the shooting mechanics and the teleportation is a neat idea! I was really worried about it being a top-down shooter where the character could move normally, but you came up with a very interesting concept that is perfect for the theme!

About the visuals, the game is beautiful! I really enjoyed the characters, and each enemy have a design related to how it shoots at you, so it's really clear to understand how they will behave ^^. 

The UI is also quite good, I love the little character photograph that moves =p! I don't often look at it because my focus is more near the center of the screen, but it's a really nice touch =) !

However, there are a lot of times where I tried to shoot, but couldn't for some reason. Sometimes I was dead, but there is a couple of seconds before the game ends so it's weird, and sometimes I (probably) already had a bullet out off-screen and I don't know it? But sometimes I could shoot when a bullet was out, so I don't really understand what is going on here ^^'. I would have enjoyed some feedback (audio or visual) to know when I can shoot again. 

I also would have enjoyed a little feedback when I'm low on ammo (and when I'm out of ammo). Also, maybe the main character could have something on him indicating the type of his next shot, because it was cumbersome to always look at the corner of the screen to the be able to know how to shoot when the action is near the center ^^'. Don't get me wrong, the UI is fine as-is, but these extra steps could add a bit of quality of life ^^. Oh, and maybe adding the number of remaining ennemies somewhere would be great ^^.

The audio is really good. I love the music and the sound design is on point! The general ambiance is awesome and beautifuly done ^^.

The level design is really interesting and makes you think about how to reach certains places, so that's really good ^^. However, I sometimes had a bit of trouble to understand what I could shoot through and what was solid. There is a level with a counter that I really thought would be solid, but my bullets went through, and in this same level, there are dashed-lines square that I thought were not solid, but they were. Maybe color-coding the elements you can interact with could help (like "everything that is red blocks your bullets"), or maybe adding a small outline around solid objects? I also had a glitch when I ended a level near the edge, and when the next level loaded, it was smaller so I was blocked out of bounds ^^'.

Oh, and I still don't understand the difference between red shotgun and blue shotgun ^^'.

Soooo yeah, overall a really interesting concept that I enjoyed playing ^^! It takes more words to explain what is "less good" than what is better, but don't be fooled by my lengthy paragraphs, you did an amazing job, and these are just small nitpicks =). Your game is innovative, have beautiful graphics and sounds, and the atmosphere was incredible, so great job!

Submitted(+1)

Such a slick aesthetic, the art and UI are snazzy and the music really ties it together. Fun gameplay (or gunplay?) that felt fresh and fast-paced; great work by the whole team!

Submitted(+1)

the visuals are great! and the gameplay was quite enjoyable! good job!

Submitted(+1)

This was fun and a really cool concept for a game. It's cool that you move via shooting and it's also your attack. I think it'd be a really cool concept for like a puzzly strategy game if you decided to make it like a level based game, but it's fun as a survival type game too. Great work on this!