Play Slime
GUNKFIRE's itch.io pageJudge feedback
Judge feedback is anonymous.
- GDD The GDD is perfect. You guys hit all the marks in great detail. I especially appreciate the notes on the timeline; they let us get into the devs minds. Amazing work. Gameplay It was very hard to put the game down; the loop is very fun. I saw a lot of gun platformers, but this one, mixing being a slime to switch guns on the same level and adding a bullet time, felt very fresh. Simple puzzles and obstacles, but still challenging. I appreciate that if you are hit, you only lose your weapon for a bit and have to waddle around to survive while it recharges. Since the ammo recharges, I would take away the walking as a gun mechanic. It's one less thing to animate; having the gun movements be only recoil felt good. I had some issues on the ground as the long weapons sometimes went bananas and flailed around like crazy. Once the shotgun got stuck to the wall. The air bullet time feels amazing. I like that you recharge the bullets when you are on the ground, but I found an exploit: walls count as the ground; it cancels the bullet time, but recharges the ammo. So I could hug a wall or ceiling and zip around shooting. Art Such lovely art. The level design felt good, so did the assets and enemies. And what a surprise to find two new friends at the end of the demo. Slime with sunglasses, hell yeah. Sound design Amazing work on the sound design. The BGM is sick. And the SFX is on point, even the slime movements and jumps, sounding like a balloon. I spent quite a bit of time jumping in sync with the BGM. And the bullet time slowing the music was so well done. I am not a child; I am a slime. ¬¬. With sunglasses. Last thoughts Amazing work, guys. I saw that this is your first game, and you had to take shortcuts. Let me stop you right there. There's no such thing as shortcuts. Limitations breed innovation. What you did was find clever solutions to solve a problem faster. You don't need to engineer every single line of code or make an engine to be a developer; it's about how you use your tools. And you did an amazing job with your tools. Great job, team.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1MWGbuHZemX6_L3d9UV1HaSlSU_HTMIzKV9QLHZUrw88/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!
Short Puzzle-Platformer where you play a slime who can possess various weapons to escape a strange facility
Please explain how your game fits the theme:
In order to escape the facility, it is only possible if you are a weapon. It isn't simply using them as the weapon essentially becomes the body of the slime, protecting them from harm and giving them a wider range of motion.
Is there anything you'd like the judges to pay particular attention to?
This is the first game we have ever made and this is the first time that I personally have learned godot, so there's bound to be some shortcuts taken here and there, but we tried our best to get something working!
Leave a comment
Log in with itch.io to leave a comment.
Comments
Really fun game! I love the physics and the sound effects, and the movement mechanic is really cool!
Really cool idea for a primary mechanic, it feels great to move around as the different weapons. Awesome idea for the slowmo. Wish the game had a ful screen option because it's way to easy to click outside of the screen. At some point the game stopped following my mouse and got stuck so I couldn<t finish it, but I really enjoyed what I played.
Well done, this has a lot of potential.
This is an amazing submission, especially for your first jam. Graphics, music, and sfx all work well together, and the gameplay felt tight. A few minor bugs I encountered was I could slide along the wall and regain my ammo, so I could climb forever. Also, it was difficult to shoot down as the pistol while at the bottom of the screen. Overall, a really good submission. Love it, keep making things!
This was so fun, I can't believe this is your first jam! The aesthetic was great, the narrative was well-communicated and the pew pews of the guns were cleean, really novel idea and well executed! I like that when possessing larger guns it was possible to cartwheel along the floor by rapidly spinning, the physics of being flung around allows you to be really creative as the player. The bullet-time slow-mo in mid-air was super satisfying for lining up the shots on enemies. Once I got the hang of it, the movement felt really good!
Great work, both of you!
That was a really enjoyable game y'all! You guys did a great job. Played it all the way through. Love having the use different weapons for different scenarios. The slow motion was awesome and led to some cinematic moments. I don't know if it was intentional or not, but touching the walls also reloads the guns, which I liked since it made it easier to reload on the go. Great job on the game!