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A jam submission

Don't ShootView game page

Do what you were programmed to do.
Submitted by haker23 (@OriginalKeem) — 8 minutes, 26 seconds before the deadline
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Don't Shoot's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#64.0004.000
Overall#113.3333.333
Features#113.3333.333
Gameplay#123.3333.333
UI & UX#162.6672.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • I was impressed by the ambition of this game in the planning. At first I thought it was a bug, but then I understood the name of the game and realised I could use the mines. I lover the way the music changed mood when Tia disappeared. The content and number of game mechanics was great, but there were a few little bugs: the menu highlight didn't seem to always work, neither did the inventory, there was a judder when the character walked (usually this is some unintended collision) and in the second level I managed to walk off the side of the map and was then stuck, just falling, so I never found Tia. I also didn't really get the hang of buying and selling equipment; it's good to make the player work out some game mechanics, but sometimes I thought the UI could be a bit clearer. This game is a little polish away from something really good and the storyline was certainly enthralling.

    Simon Tomlinson, Independent Consultant.

  • Ambitious scope, but interactions seem very buggy, inventory system doesn't provide enough feedback as to the actions clicking generates and what the items do.  Popup messages when collecting loot disappear too quickly, no hit feedback on enemy so difficult to see if was actually damaging it.  Fixed camera quickly becomes annoying. Recommend looking at building features in increments and getting others to feedback on your work to help guide priorities.  A lot of hard work has gone into this but has been spoilt by bugs and a lack of polish.

Challenge Tier

Search For A Star

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Comments

Developer (1 edit)

In regards to using the traps or water to destroy enemies: using the inventory system you can equip different weapons. Your default weapon is the tranquilizer which does hardly any damage to the enemies and puts the wolves to sleep. If you equip a shotgun/grenade/pistol you should find the enemies easier (otherwise you can also run past them in the first level to get to the sensors in The Peaks). Also collecting spanners increases your damage dealt as well as movement speed as part of the "level up". I apologise for neglecting to mention this in the game page instructions section.

Developer (1 edit)

I'm not sure whether any judges will see this but: thank you very much for the time and well-reasoned constructive feedback. At some point after my upcoming deadlines I plan to revisit this project and already have another project in the works using the same quest/dialogue system ( I will be sure to make plenty of tweaks and of course graphics and audiovisual feedback will be much more elaborate). The build process introduced some unforeseen issues caused by a massive framerate increase compared to the editor: I had to last-minute fix the UI with a delay (I think 0.3s) which accounts for sometimes not highlighting buttons when you expect (mostly on controller/arrows) and the character controller "judder" is avoidable on the (highest iirc) graphics settings (for me happened hardly unless running an external display and was only discovered at the build stage: where's my continuous integration!?) and is caused by the movement approach (which is modifying the player position before physics has applied and sadly for me the fix is very easy). In the end, this feedback is invaluable to me so thank you.

Developer(+3)

Please see instructions on the game page: https://haker23.itch.io/dont-shoot