I liked this shooter, I like how it is wave based
Play game
Svante's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #216 | 3.491 | 3.491 |
Visuals | #264 | 3.544 | 3.544 |
WOWIE! | #401 | 3.018 | 3.018 |
Sound | #452 | 2.877 | 2.877 |
Creativity | #512 | 2.982 | 2.982 |
Simplicity | #581 | 3.193 | 3.193 |
Topic | #772 | 2.158 | 2.158 |
Ranked from 57 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
Music is from here: https://www.youtube.com/watch?v=KcqIc-e0WR8, it's allowed for use under CC Attribution License (aka give credit and it's ok)
Credits
ig, my YT channel name Affax
Comments
I found out that if I stand in place, enemies have less chance to hit me than when I move. In addition to very low mouse sensitivity, it was much easier to just stand in place and aim from there. This game has some nice potential and the tutorial level was dope, but I had some real troubles navigating the "main" game.
The graphics looked very pleasing and the skybox perfectly matched the neon environment in which it was set! This was also furthered nicely by the glowing bullets! The game also felt as though it had a lot of polish including the nice bit of depth like having bullets have a drop off which made the shooting system unique, the slight bullet spread leading to high octane battles that weren't as easy as one-hit-kills and the wall running system felt very nice to use!
The sound effects I felt as though didn't really match the actions which they were assigned to like how the bullet impact noise was a high pitched squeak. I feel as though this would have added to the general feel of impact which some of the weapons needed like having an effect at the end of the gun, an effect for killing, and so on... I understand that its a jam so time constraints are pretty tough so its a 5 star visuals as the effects that were there (the bullets) looked awesome! The map design could have maybe been a bit bigger to incorporate parkour sections as pulling off a long wall run felt very satisfying!
Overall, I really enjoyed playing and would highly recommend checking this game out for the high quality visuals and variety weapons, great game!
really nice movement in this. though the level design didn't have enough walls to run on to make it useful.
if you're continuing with this, consider a system tucks the players "legs" up so you can jump onto platforms easier, it really helps with the flow.
and while i liked the bullet drop, the weapons need more juice behind them
good job on this.
The gameplay was unclear when I dived in but I read the page and got it. I'm not feeling the theme much but pretty fun otherwise.
Cool game! Shooting FPS are rare in game jams so its always a good surprise to see one! The controls are fun, but the game is missing so response, like when receiving damage or killing an enemie. I feel like I'm peeing on the robots lmao
I loved the feel of this game - the movement and weapons felt well done, and it pretty fun to control! Unfortunately, I think the FPS and parkour mechanics fight each other a little, especially with the pistols. If you try and move around the map, you'll just get shot at, and trying to snipe the enemies with a pistol with all that bullet drop off isn't helping make the parkour more fun. That's not to say it's impossible to combine the two mechanics, although more reason to use the parkour would definitely help with that, especially the wallrunning - I was real disappointed when I realised there weren't really any good place to be wallrunning.
With that being said, it's still a really fun game! Gun games were always my favourite game modes in FPS games, and this game puts an interesting twist on that - the better you play, the worse your gun gets. The tracers on the bullets also really helped make the game more enjoyable, which was a great quality of life feature, and I'm so glad that you didn't have a limited number of lives too, since I wouldn't have got very far with them. The graphics were great too - they were simple, but consistent, and the aesthetic ended up working very well. The reloading animation was great too, made me laugh the first time I saw it.
Overall, it was a great concept, and while it could've been implemented a bit better, I still really like the game, and had great fun! Nice work!
Doesn't really fit the theme since you can't fail. but good controls :)
This game looks beautiful. The design is simplistic, but the visual effects make it really pop. The level design could've been a bit better though; The arena is small and doesn't lend itself too well to the mechanics. I absolutely love the concept, though. It's the kind of game I could see myself playing for hours if there was more to it.
I have some things to tell about this game, so let me start from the top.
The aesthetics of the game look nice. The movement felt good, but the map wasn't enough to use all aspects for me. You can double jump to some platforms, but i didnt feel any way to actually use the wallruns. The game is cool, but when the game was for speed, hiding because 60s pentalty is not that ok imo.
Post-processing, aswell with the visuals theyself, are good.
But good work with it
I have no idea what else to write, pleaesee leave
Nice aesthetic, although you could've gone further with it. The movement mechanics were pretty good, but I was disappointed that the environment gave me absolutely no reason whatsoever to use them. The most I did was double jump to reach the high platforms. But even that was pointless, because you could have just made the platforms short enough to reach with one jump and it would have been exactly the same.
This game is supposed to be about speed and momentum, so why is the best strategy to hide behind cover and only come out to shoot briefly? You should have made the enemies always aim a little behind you when you're running, because I found when I ran around I would always just get hit anyways. Speaking of enemies, they were extremely boring, but I know it's hard to make good enemies in game jams.
I believe the guns shoot a little to the right from where you're actually aiming, which is a huge nono. That makes it basically impossible to aim correctly. Also, imo the bullet drop was way too strong. Sure, it's unique, but unique does not mean good. Just because a mechanic is unique doesn't mean you should keep it. That's one thing playtesting helps a lot with. I found myself adding stuff that, when playtesting, everyone told me was annoying. I just couldn't see it because I was stuck thinking "oh, this mechanic is kind of interesting" instead of "oh, this mechanic isn't fun".
So yeah. That's all I have to say.
Yea, I didn't explain the mechanics well and why movement would benefit you in many ways. This is an insert from the game page on itch and I had to rush the tutorial level so didn't sadly have time to implement these points well without it being a wall of text.
Your timer constantly increases but the faster you move the slower it increments. You start off with an assault rifle but every wave you kill the enemies, your weapon gets worse. After all waves are done you receive your final score. The player cannot die, but every time your health bar goes to 0 you receive a 60-second penalty. The only way to heal is to move fast and the faster you move the more you heal.
Basically faster movement slows down the counter and heals your (which also wasn't shown well). Also, if you move fast enough you won't get hit (it actually get's really fast if you aren't on ground for 10+ seconds). The guns shooting a little was a small bug (and also shooting a bit too far, that was because the weapon camera at 60 FOV and the main camera at 100+ FOV clashed), but I generally adjusted that if you shoot from a moderate range the shots would end up in middle. From my testing and testing with friends the bullet drop wasn't a problem and many said they liked it, it is strong but that was determined from testing with friends. It can be a turnoff but in my mind I felt that having something unique was better than just having normal bullets (especially because of the small map). The small map was a problem because the better wallrunning mechanics were only implemented later into the game after the map was made so that should've been totally different. The enemies could've been "pretty easily" upgraded by giving them random weapons, not sure how I didn't come up with that during the jam.
I still appreciate your feedback.
This game was great! Loved the aesthetic of it, definitely has the retro 1980's vibes. The controls are quite fun (The only downside is that the sensitivity is too high, but understandable due to time). It was really fun just jumping around and blasting the enemies! The post-processing done is fantastic, really adds up the vibe you're going with! I didn't really understand how the theme was implemented, so if you don't mind explaining it to me, may you?
Overall a wonderful, really enjoyable game!
Thanks for the great feedback!
I wish I could explain how it implemented the theme to myself too... but it wasn't a good job at it. I kinda had the idea that getting a worse gun is failure but at a second thought after the submission time ended, I didn't really like it. After time I would've come up with much better stuff like a version where every death you get a better weapon.
And yea, sensitivity is a personal thing and if I hadn't been a dummy I would've added one next to the volume slider so people could tune their sensitivity :P
Thanks again for playing!
Good movement, but lacking sound fx, also the film grain is a bit too intense.
Leave a comment
Log in with itch.io to leave a comment.