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Flinch's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #23 | 1.750 | 1.750 |
Theme | #25 | 2.500 | 2.500 |
Overall | #25 | 1.896 | 1.896 |
Gameplay | #26 | 1.833 | 1.833 |
Innovation | #30 | 1.500 | 1.500 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Discord Username(s)
Chad Gatling
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Comments
The flinch mechanic is interesting but when I tried to make use of it against the enemies it didn't seem to do much, and aside from using cover to reduce my chances of getting hit by bullets there didn't seem like there was enough to reliably move forward to the goal. Still, I think the flinch mechanic being shared by both player and enemy is pretty cool and worth being fleshed out!
It is hard to tell visually. I have a sound effect that plays when the flinch mechanic is applied to an enemy. If you are consistently shooting near an enemy( applying the effect) then that enemy will not be able to shoot at you. The can still fire so you might see shots from them but none will hit you. It is most likely that you are being shot but another enemy.
I think it has an interesting idea, but it needs more work.
Here are my notes:
- It is very confusing that when the game starts you get a lot of bullet hits, yet you don't die, except when you go down the stairs and suddenly you die by a bullet. So it's not clear why suddenly bullets kill you.
- The view movement feels very heavy, which does not help for a fast first-person shooter. Also, walking is slow and makes you an easy target, even with the panic mechanic, since you can't move your view fast, the enemies at your back get you.
-I liked the idea of the panic mechanic. However, implementation needs tweaking. It is difficult to understand how much panic you have, and it immediately hits you making the shoots difficult, which is also enhanced by the lack of a crosshair. Since you are getting shoots all the time, I guess it is always high. Maybe it needs something like being accumulative: if enough bullets go near you, you get the shakes, and you need to hide or something; also killing a target could lower that panic level.
- In this type of game, you will die a lot. So it is very tiresome to have to reload the whole page to start again (which also shows me the Unity loading process). In Unity, loading a scene is fast to implement and adds a lot to quality.
With more work, something interesting could come out of this idea. There is a lot of shooters but I don't remember a mechanic like this one, which is more or less similar to the Insanity levels in Amnesia the Dark Descent. It could be a very interesting mechanic if getting it right. Best of luck!
Thanks. Yeah it is pretty rough but I just uploaded some improvements.
Hey I made some improvements. Check it out again
an interesting start to a good game. keep working on it.
I made some improvements. Give it another try if you don't mind
There were only like three enemies for me, even after running around trying to find more. Is that intended? Wasn't sure what to do after that haha.
Yeah sorry. A bug came up in the web version that I am testing to try to fix.
Hey, I fixed some stuff. Try again if you feel like it