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Ponkopon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall Good | #6 | 3.618 | 4.000 |
Modifier | #12 | 3.518 | 3.889 |
Overall | #13 | 3.333 | 3.685 |
Gameplay | #17 | 3.116 | 3.444 |
Sound | #18 | 3.216 | 3.556 |
Graphics | #20 | 3.518 | 3.889 |
Overall Bad | #28 | 3.015 | 3.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have implemented the modifier, how have you done so?
I tried to include as many of the suggestions as I could! I kind of stopped tracking at some point, but I think around three fifths or so of them should be in the game in some form.
Any additional information for voters?
I hope the game is fun despite its jankiness!
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Comments
Man this is the third Godot FPS I've played this jam and I am loving it! Prepare for a wall of text because I have compliments and suggestions.
As someone who attempted an FPS with a lot of movement and wacky stuff for SBIG last year I can appreciate how difficult it is to pull off, and I think this game generally did it!
I liked how the enemies would always have some form of movement to keep the player looking around the screen and on the move. And there was some neat little variety of attacks between the melee enemies, ranged enemies with slow inaccurate projectiles, ranged enemies with fast and accurate projectiles but fewer attacks, and enemies with homing projectiles. And of course the difference between hopping ground enemies and flying enemies (which is honestly something I still struggle to figure out implementing so bravo on that)!
The weapons while perhaps not that powerful feeling in my opinion, were at least kinda interesting technically. I liked how the machine gun hand could kinda look around and spew out bullets quickly, and the bright blue bullets with the little hit effects made it easier to see where I was hitting.
The gauss weapon confused me a little bit. When I first saw the ammo on the ground I actually thought they were rockets, though they do also look like bullets so maybe thats on me. But in actually using the gauss weapon it didn't feel all that more powerful compared to the machine gun. The main benefit from what I could tell was it was effectively hitscan. To be fair this aspect did help out in the later levels, but was a bit odd in the first level. I also agree it was kind of hard to tell if it was damaging enemies at first. Especially since I assume it can pierce multiple enemies? Because I noticed that the bullet trail continues through enemies hit with it, if it can't hit multiple enemies then I would suggest having the trail end when it collides with one.
Also on the topic of the weapons, I can't tell if the hand just points at the last seen collider, or if theres actually some aim assist that's getting broken but there were a number of times where I would try to aim at an enemy, but the hand would just stay facing a previous direction. This definitely hampered my ability to hit enemies, and in certain levels this nearly killed me. The mechanic is neat in a sort of "so bad its good" way, like some obscure east european FPS copied it from Metroid but didn't fully understand how to implement it.
This weird aiming bug combined with the fact that a number of the enemies, especially in that first level, are really tanky. The later levels and even the fish enemy in the first level I think had an appropriate amount of health but that first level really felt like a grind. The exploding bee enemies I think should have health lowered just a smidge, and maybe those clown enemies encountered at the start of a level. But its those first two enemy types that really seem to frustrate in my opinion.
As for the movement I think it felt good for the most part, and having the little hover definitely helped with platforming. I would've liked some indication of how long the boost recharge takes, I was never able to focus long enough to figure out exactly how many seconds it takes. Also as a side note, I was hoping the little boat pickup would allow me to walk on water or something but sadly not :(
Back to the positives I think the art and level design was very nice, it all reminded me of a quirky Doom wad with Minecraft textures. I loved how you were able to implement many of the modifiers, especially with the dino, and the gravity switching boss was a real treat!
I have to admit though, for the most part the game doesn't feel "so bad its good" as much as a good game with some odd flaws. That being said, I much prefer a game lean towards more good than bad for this jam. Most importantly it was entertaining!
Excellent work!
I enjoyed playing this game a lot. Movement was fine (I liked the ability to float combined with the double jump), and weapon(s) felt good to use...mostly. The primary weapon was fine (hit noise was good in volume, damage output felt normal), but the secondary weapon tricked me into thinking it would be stronger. I didn't realize that ammo wouldn't carry over between stages, and the 1st stage only had 5 rounds anyways, so I thought it would be some sort of high damage railgun attack. Its actual damage was a lot lower than I expected, but every stage past the first had plenty of ammo and it had better range/accuracy so it ended up being fun to use as well. It could do with a more noticeable hit effect though imo. I didn't experience the issues the other people in the comments have mentioned regarding TTK being too high, though I perfer my TTK high personally so that might just be me. I did, however, notice that the primary weapon seemed to shoot slightly to the right of where i was aiming (and sometimes seemed to lock onto something that didn't exist?), which could definitely make enemies feel tanky. My suspicion is that the projectiles are coming out of your arm, to the player's right, and are either going straight forward or aiming at the wall you're looking at...which causes them to miss at close range, and the spread at long range makes them do that either way. I did like the outlines you put around the enemies though, they were helpful and probably avoided a potential issue of having to hunt down the last few enemies of a level. Bosses were good for the most part, though the first boss had homing projectiles (which were really annoying since homing projectiles seemed to have infinite turn speed/acceleration), and the second boss' bee spawns were obnoxious enough that I just ended up DPS racing it to death. Not having fullscreen was a bit annoying, but esc (which I thought might pause the game) force-closing it caught me off guard and was pretty funny. Modifier implementations were all creative and interesting, and they impacted the game quite a bit which I thought was nice. Overall, I think the "bad" that was in this entry didn't really make the game better (or feel intended tbh) so this ended up being more of a "good game with a few minor issues" game than one that's "so bad it's good" to me.
I can see a rather good game here, but unfortunately there’s a few issues which spoil the overall experience for me (but I have some suggestions for how to address those issues).
Enemies feel way too bulletsponge-y, and that overall leaves the game feeling a bit unsatisfying to play. Couple of suggestions for how to address this:
AI stuff
QoL stuff
Wow this was such an amazing experience! Honestly it's always great to see what you come up with each year, and Ponkopon is a surprisingly well-rounded lil FPS!
What absolutely stands out to me is the sheer number of themes I noticed in this game! I think it's especially great how some of the less popular themes also got a superb feature in here. One of my favourite implementations of a theme was Randomised Gravity - that concept in the boss battle just worked so well and was such a creative design choice. Some of the more subtle themes (like ludonarrative dissonance) were definitely there in full force, and there really wasn't a single frame in the game where you didn't notice on of the modifier suggestions.
I think slightly more audiovisual feedback when hitting an enemy would go a super long way in making the game feel more responsive. Even something like flashing red on each hit would show the player that their hits are hitting. I love the jumping physics and how free and floaty it feels, and the enemy designs, and cutscene images are all absolutely stunning 😍
Thanks so much for submitting! I really enjoyed this game!
I love the retro aesthetic and oldschool feel here. It feels like a 90s first-person shooter. Is that really so bad it's good? I don't know, but I like it!
I feel the enemies are way too bullet spongey, though, it takes forever to kill them. It doesn't help that they have no pain state and the effects don't make it clear that your bullets are actually hitting and doing damage. They can kill you far, far quicker than you can kill them, which just makes the whole thing feel tedious.
I feel the fish in particular is really overpowered. It's not quite hitscan, but it's fast enough that I was never able to dodge its attacks.
I could never get the hang of the gauss weapon, but I didn't find enough ammo to really get a feel for it.
I made it to the big pool, then I fell off and died.
I didn't see a lot of modifiers at play from where I got to, but the ones I did see (exploding butter, vending machine takeover) were well done.
The setting was way too cool, and I liked how out of place the bullets and enemy designs were compared to the setting. Didn't manage to kill the enemy bots too easy, feel like I'm missing something in terms of how the ammo/shooting works, but otherwise, great ambience! Thanks for making it!