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A jam submission

Body ShopView game page

Upgrade your body and prove that you're The Ultimate Weapon
Submitted by loucan (@loucanvr) — 1 hour, 59 minutes before the deadline
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Body Shop's itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/17qqG8-IWroHNcg98Lsxij1Vjh1Gvj6Sd2CeO-bIhztA/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!
3D Platformer with 4 levels. The 4th level is 5 waves of enemies (beat them all to finish the game). Each level gives you a new mechanic.

WASD - move
Mouse - camera look
Left Click - short ranged attack
Right click (hold) + Left Click - Long ranged attack (unlocked on level 2)
Space - Jump (Double jump unlocked level 3)
Left Shift (while in air) - meteor crash (unlocked in level 3)
ESC, P, Tab - pause

You get 3 hits per life, if you die you can choose to restart the level. All of your attacks consume "Fuel", if you have no fuel you can't attack. Replenish fuel by picking up the yellow cubes in the levels

Please explain how your game fits the theme:
You play as a combat robot built to become The Ultimate Weapon. Each upgrade is changing a part of your body to become more deadly. The game follows a weapon research project going through different stages of testing to see if she really is The Ultimate Weapon

Is there anything you'd like the judges to pay particular attention to?
If you move your mouse without pressing WASD you can see the character's cute face :> She makes an angry face when holding down left click

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Comments

Jam Judge

We apologise for the late review:


Very well put together GDD,I am very happy with the completeness and number of sections. I particularly like the concept art and your workflow schedule. The GDD was effective at setting the games vision and showing where you wanted it to go.

Game ran smoothly without any issues. I really like how you have to take the terrain into consideration when movin, especially when encountering ranged enemies. That being said you can also use the terrain to your advantage. Great level design overall.

A nice set of uniqueness with the different abilities that the player is able to learn. The fuel gauge also means you can't spam your attack mindlessly so you need to pay attention.

The theme music is great, the ability sound effects could be tweaked to be more congruent with the rest of the audio.

Submitted (2 edits) (+1)

It took me a little bit, but I could see this game being very fun. Its a very neat little demo. I like the music a lot, but it did have me experiencing a little cognitive dissonance. I was listening to this sick trance music that made me wanna get into a flow state, but the game didn't feel it flowed very well. I feel like the character is taking a leisurely stroll while getting attacked when my brain wants to go fast and eliminate the danger and enter a flow-state. This could be really sick as a speed-running type game. You could have the rotating hair make the player fly and make the game more about movement and going fast. There's some cool ideas here that would fit a game like that perfectly