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A jam submission

LabRun 64View game page

How fast can you get through?
Submitted by McPepic — 2 days, 7 hours before the deadline
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LabRun 64's itch.io page

Results

CriteriaRankScore*Raw Score
How well did game visuals follow the N64 style#74.0004.000
Cohesiveness of game elements#83.5003.500
Overall uniqueness of the game concept#83.5003.500
Overall#93.2863.286
Unexpected or surprising elements in the game#103.0003.000
How well did the game follow the theme/constraint#113.3573.357
Quality and fit of sounds and sound effects to the game#172.3572.357

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host

I think I was too dumb to figure out how to play your game. I got past the first door key, but after that I found two other keys after going down a hole, but I couldn't figure out what to do after that. I really enjoyed the throw back to the Goldeneye asthetic however. That was fantastic. Really nice job.

Developer(+1)

If you check the game's description, the purple one is a jump pad - it allows you to double-jump! (I've also actually never played or seen Goldeneye, so any resemblance is coincidental)

This game was fun. The one thing I would say, is it gives more of a MS-DOS vibe than N64 vibe. Felt like more of a  Duke Nukem style type. Overall, well done!

Submitted(+1)

Love the overall aesthetic (reminds me of the lab level in Goldeneye), and enjoyed figuring out the card mechanics. I wish there were a settings option to modify how fast you turn with the mouse, and the jumping felt a little clunky. Cool idea, would be pretty sweet fleshed out with a level editor, more powerups, and online leaderboards or something!

Submitted(+1)

I enjoyed discovering how the cards worked. Even more impressive was the how you explained the mechanics without any text/tutorial/etc. Good work!

Submitted

Cool game! I wish I could dedicate more time to learning the map and optimizing my route. It’s clear a lot of thought was put into the level design.

I took away one star for “cohesiveness of game elements” because I had a hard time with the jumps. Platforming in first person is difficult without some of the more fancy mechanics found in other speedrunning FPSs, such as ledge grabs.

Developer

I appreciate you playing the game and leaving feedback! I hope the platform mechanics weren't too difficult to work with.

Submitted(+1)

I got lost towards the later part of the game. I enjoy that you didn't cap the player speed so you really could go as fast as you wanted. Overall a fun experience and I was suprised how big the map was. Great job!

Developer

I appreciate it! I wanted the map to be fairly expansive and I realize that could get confusing. Maybe I should make a walkthrough at some point? The game is actually fairly linear.

Submitted

For some reason shooting the target didn't seem to work for me,
The map is a little confusing, but it's a nice concept

Developer(+1)

The thing is I designed the map to be semi-expansive to increase potential for speedrunning routes. As for the target not working, I don't know why that would happen, as it never came up in testing. The hit box is fairly big and a SendMessage command is simply given to run a function on the target.

Submitted

The game needs some sound effects and music, and the map is a bit confusing.

But overall, it's an interesting concept.