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A jam submission

Point BlankView game page

it's rude to point
Submitted by ryan (@_PowellR), JeRaquel, jfo-ucdavis, lagmaister — 5 hours, 48 minutes before the deadline
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Point Blank's itch.io page

Judge feedback

Judge feedback is anonymous.

  • A wall running, finger shooter was not what I was expecting but it was a great game. The movement and the shooting were both done really well. I liked that you could shoot all your fingers, not just your index and you showed it too. The walking seemed a little slow, the sprint was a nice thing to have but even with it, it still felt a bit slow. Over all this was a good game, the fingers coming back with no skin some times was odd but also a nice touch.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1yoA4k4hw-OQmudChl4YSWEt6bcTgv8SbPBFNtC46TtA/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!
Point Blank
By the Code In A Bottle Team.

Point Blank is first-person shooter game where you use your hands as guns and your fingers as bullets. You have been cursed with this power and need to free yourself by defeating the Cultist Leader.

Point Blank uses billboarded, hand-painted sprites for the player and enemies. The aesthetic is reminiscent of retro FPS shooters, while incorporating modern movement mechanics such as wall-running and sliding. Use different finger types to deal different amounts of damage, and navigate jump puzzles to complete the level. Along the way, try to collect all of the hidden jams! If you can defeat the Cultist Leader you will be freed from its curse!

This game is made in Godot 4.4beta2 and runs in the browser. Keyboard and mouse input type is required to play.

This game was produced by Code in a Bottle.

Additionally, there are a Window x64 and Linux x64 build incase you have an issue with the web build.

Thank you for playing!

Please explain how your game fits the theme:
Our game fits the theme of "You are the weapon" by literally making the player character's hands weapons, their fingers bullets. After defeating enemies, you take their fingers, make them your fingers, and them use your new fingers as bullets once again. Indiscriminate weaponization of the self.

Is there anything you'd like the judges to pay particular attention to?
We know the levels could be more beautiful, but how did the movement of the character feel? Did you enjoy the sprites and the music?

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Comments

Submitted

played the windows build because who likes web builds

it was neat, the movement felt very unintuitive tho:

- whenever you moved into a wall/solid surface even at a slight angle, your momentum just completely stopped, which was incredibly frustrating

- the walljump would probably feel better if you got a slight kick upwards

- the slide was delayed by about a second whenever i tried to start it, which made the boss's 3rd phase very frustrating because of the beam attack

- being able to run up walls instead of sliding down them felt pretty unintuituve

the enemies' hurtboxes could've been bigger

whenever i got close to the boss, the screen shook like crazy, which, if it was even intentional, should be toned down by a lot

the boss was very frustrating in general - it was hard to get enough fingers while also having to not die from the insane amount of enemies and dodge the attacks of the boss

Developer

Thank you for your feedback!

The Boss has some known issues in some systems. It has to do with how Godot processes transparencies in the version we used. Hopefully we can make workarounds or it will be fixed in a newer version of Godot.
Yes the final boss may be a tad too harsh, specially if you were having trouble with the movement.
Will pass and discuss the feedback with the rest of the team. Not sure how much we will work on this game, but it will definitely be part of the things we test for and make us try better next time.

Submitted (1 edit) (+1)

The game is interesting and loved the hidden items with humor. I think you made a nice theme interpretation and with all the art it looks great. I didn't enjoy the "wall slide" mechanic tbh :( It felt strange. Like the idea itself sounds great but I had difficulties moving and I didn't find it "responsive" or even intuitive. Given the time frame I'm even amazed you went for it so kudos on that. I certainly felt myself like in a retro game with some box breaking mechanics (Half Life association) and wish there would be some visible "dropped" items after breaking and a little bit of quake association. The enemies and the pace reminded me a bit of another game I really enjoyed - Eldritch. Vibes and mechanics are similar. Credits screen was awesome, loved the idea of throwing boxes. I think it was a very creative way of doing it. Overall I like where you are going with this idea and you did amazing work so far. Ofc there are the deadline limitations and for 2 weeks thats really great stuff. There are definitely areas to improve and I think with more experimenting/changes you could get to a really solid and fun product that can eventually land on market (Thinking about "Eldritch" game right now).

P.S. Cool inspiration by Babymetal & Electric callboy. Completely forgot about that line. Sad that you couldn't use their music in the game :<

Developer(+1)

Glad you enjoyed the game.

The wall running is a tricky balance, in the beginning of development it was too easy and it trivialized it, now it is OK for a lot of people, but I will admit it is a bit more finicky. But the idea was to have a movement based FPS something that flows. It was the first time the team tackled 3D and we did learn a lot. I also agree with the drops, but between skipping adding a item spawning mechanic to generate the drops while hunting bungs, and me personally not producing the sprites fast enough to have room to do the pickup sprites, we just left it at just recovering random fingers or recovering health.

I did not know about that game, but I do see the Eldritch vibes. Thank you for the pointing it out.

The song was just something I found during the Jam, but it was so on the nose and had the kind of energy we wanted to bring to the project :P but yeah to make the game and have the music in there would have been a dream

Developer

thank you for such kind words :D

Submitted(+1)

The idea is really neat, and so is the art - the enemies are so cool too, even though they look a little scary. I liked that the sound effect kept playing when I did a headshot which helped me know I was doing something right. The level design is superb, you introduced the mechanics one by one, and progression was very smooth. However, I did have a problem with the lava shader (I think you used a similar shader for the cultist boss fight), it would cause glitches on the screen and I had to avoid looking at those. I didn't run out of fingers often, and that felt nice because it didn't limit how I was playing the game (which was poorly 😂). I think the wall run mechanic that you added to the game was really cool - really felt like an extra bit of fun with the game. Superb game, and I was happy to see that you were using billboards for the enemy sprites (I'm a huge fan of 2.5D stuff, so this was especially fun for me) 😁

Developer(+1)

Thank you for playing! I'm glad you enjoyed the gameplay and art. Yes it has come to our attention that some people have trouble with the shaders specifically the final boss one. We have some theories about it, but during the development time for the Jam, we did not catch it and we did not have enough time to have it tested. But we will see what we can do post Jam.
Glad you did not run out of fingers, some people do. So I'm glad the difficulty curve is not so out of balance, even if it does need some tweaking.

Submitted(+1)

I didn't expect this movement settings for the player character. The movement starts of very slow it kind of makes me feel like not making it to another platform. It took me a few more tries to make certain jumps.

The bopping Hud is nice, but not when I try to read it.

However, the shooting feels really responsive. I like how easy it is to get a headshot. And the sprites and music are really nice.

Developer

Thanks for the feedback! I definitely think we could have eased the player into the jump puzzles a bit better. I enjoy the sprites as well, I think our artist did a great job :D

Submitted(+1)

This game feels really solid. The controls feel tight and I like the old-school vibe.

I think it would benefit from some checkpoints. I have a hard time making some of the jumps and having to start over is a little brutal. But brutal might be what you're going for.

I absolutely love the enemy attack animations lol.

Well done!

Developer

Thanks for checking it out! This was our team's first 3D project, and we definitely came to realize what a beast level design is in such a short time period. QOL in the level layout is going to be my main focus going into the next jam :D

Submitted(+1)

Really fun game!

Developer(+1)

Thank you!

Submitted(+1)

Really nice old style fps game! Feels like there aren't a bunch of these laying around lately. Loved it! The settings and art is quite goofy too which is nice. Also the headshots feels very nice! Sorry for not defeating the final boss though.

First thing first, I appreciated the effort and polish in that, please please please add an option to stop the walking sways, it's one of the reasons I am getting dizzy when playing a for a while, and just take away the enjoyment a bit.

I would want to praise a bit more on the wall running mechanics, but it still feels a bit off for me. Maybe the graphical effects. or maybe the something else entirely, but I am never sure if I am successfully performing one, and thus lead to quite some death.

Speaking of the final boss, it maybe me, but I just ran out of fingers no matter how hard I tried, and that's just an automatic lose, is there some way to regain fingers?

But anyway, this is a very good entry indeed and I loved it quite a lot. Good job!!

Developer

Thank you for your kind words and feedback.

Yes I will ask the rest of the team if we can add an option for the walking sway, so it is more accessible.

As for the final boss, you can melee with the right mouse button, so you can recover fingers and not spend as much in the early stages. We might also discuss some re-balancing to make it easier to recover fingers, but in principle with the melee attack you should recover them more efficiently.

Submitted(+1)

This game has a classic DOOM feel to it, down to the graphics. Perfectly fits within the theme, and the wall walk mechanic works really well. I used it multiple times to put myself in more advantageous situations, and when you understand how to gain more speed with it, it becomes super fun!

It feels responsive and quick to play, the sound effects are fitting and the music never felt tiring. Also, I noticed the dynamic music. It was awesome.

The boss fight at the end is super sick. The mechanics of it aren't too tough to grasp, and you're able to get everything you need to keep survivng. The boss itself is imposing, and when you take the elements of the story in consideration, the steps to killing the boss make a lot of sense. 

The enemy designs felt weird, which is right up my alley. I had a lot of fun looking for the hidden jams, which were a nice touch to have and gave a huge incentive for exploration. I did notice that the last level before the boss had a route to get you super quick to the end, which I thought was interesting for speedrunning. The sliding mechanic was unexpected but very welcome, and added even more dynamism to the game.

I had a great time with this!

Developer

Thank you! I'm glad you liked it.

Submitted(+1)

Killer game! Wall running feels so good and the speed boost you get after jumping off a wall is a nice touch. So glad you added the punch, I ran out of fingers and had to punch through some boxes to find finger-ammo.

Developer

Thank you! We wanted to add more types of fingers besides Human and Bone, but ran out of time.

Submitted(+1)

Stylistic as hell, the wall-running was really fun once I got the hang of it, I liked how much you could accelerate by chaining runs together! Reading through the comments, I can see you had a lot of really cool ideas for mechanics you'd have liked to have fleshed out, which is really fun to see. Great work to the whole team, this entry is so unique and vibe-y!

Developer

thank you so much for the kind words, I'm glad you enjoyed the vibe :D

Submitted(+1)

this was really cool! i liked the movement mechanics a lot, i think i'm a complete noob tho cuz i struggled to use them in combat lol. for some reason the game crashed completely and the whole tab closed when i got to the boss but i liked the game overall! i was thinking maybe it could use a checkpoint or two, but again, i tend to not be super good at FPS games lol. it was really silly and i loved the style! The mechanics all felt nice to use, but if i were to change anything i'd make the enemies health more consistent. It felt really hard to regenerate ammo sometimes not knowing how many headshots they might take, and i struggled a lot during the boss with that. Otherwise i really like the game and idea! level 3 was really fun, and i liked the cheeky comments that came up every now and then :)

Developer(+1)

thank you so much for the thoughtful comments, that was very kind :D

I think the damage inconsistency you were seeing is actually a feature we didn't have a chance to flesh out very much. When you reload, you get a random assortment of the fingers you have picked up. Right now there are only Bone and Human fingers, and Bone type deals much less damage. This definitely could have been better explained. Thanks again!

Submitted

ohhhh that makes sense i thought they were just a visual. that's really cool tho!!!

Submitted (1 edit) (+1)

I knew this game was something special the moment i saw the enemies lol

Overall extremely charming in it's own bizarre and funny way, and the gameplay is really satisfying too. It all fits very nicely!

Developer

Thank you so much for playing, we are glad you enjoyed the silliness :D

Submitted(+1)

Loved when the fingers came back after the reload and they were just bone lol. I was able to do the wall run the first time but died like 10 times after that trying to do it again :( Shooting the enemies was fun. Nice job!

Developer

hey there, thanks so much for playing!

the trick to wall running is to have the wall on your left or right side, and then press jump again in midair.

so you dont want to look AT the wall, but rather ALONG the wall :D