So many people already gave you the same feedback I wanted to give, overall heck yeah, good job, and absolutely gonna follow ya for future dev content
Play game
Operation Reincarnation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #306 | 3.413 | 3.413 |
Visuals | #367 | 3.283 | 3.283 |
Topic | #397 | 3.196 | 3.196 |
Fun | #405 | 3.109 | 3.109 |
WOWIE! | #432 | 2.957 | 2.957 |
Simplicity | #580 | 3.196 | 3.196 |
Sound | #623 | 2.435 | 2.435 |
Ranked from 46 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
Emmm... I didn't have time to add any music ;(
Credits
As Andrew with his brother's help
Comments
It is hard to make a procedurally generated game, I know because I actually tried making one before.
I didn't get that far, I came across a point where it was impossible to get any further because a ledge was to high to get back up. I only wished that the game had some kind of progression, maybe a change in room color or new enemies. The game also doesn't have any real way to lose so I got bored really quickly.
I could forgive all that if the firing rate for the character wasn't so slow.
Cool game! The idea for the game was pretty unique, with the swapping between characters on death, and the character sprites and animations for the rooster and the enemies was great! It's also impressive that you made a procedural game in 3 days too!
The game did confuse me quite a few times though. In the tutorial section, it says that the rooster can double jump, but I was still the green thing and I could double jump anyway. And I wasn't really ever sure how the batteries worked. They seemed to stay the same as I went from level to level, so I thought it was just a "you must have this many to pass" sorta thing. But some times my amount of batteries would just reset seemingly at random. I also am not sure what the point of having the blue bar to kill yourself is since it is quite easy to die in these levels. The green guy felt kinda bad to play since he took so long to shoot, I feel like if you have a character with that long of a shooting cooldown, you need to give him a visible recharging animation so I don't just think the character is unresponsive.
Also, I ran into an unbeatable level where every section to get down in the level was blocked off.
But overall well done, fun game!
Thanks for the great feedback! Appreciate it!
1.The double jump - basically I had to remake jumping in 10 minutes and I made the ground check a little to big so if you're close enough to a wall you can jump infinitely ;(
2.Batteries - it actually works how you thought, but I forgot to set the UI to an actual number after you power the elevator so it jumped back in when you killed an enemy and collected a new battery
3.Cooldown - I also messed up with time in the game. Generally time in game is running a lot slower than in the editor and the cooldown feels more fair
Sorry for the unbeatable one, the generation isn't perfect yet and you know: 3 days is not a lot of time.
Again, thanks for playing and your feedback very much, have a nice day!
Really nice game! some music would have made It even better!
Very ambitious going for a procedurally generated action platformer in only 3 days! This would make for a cool roguelike where each time you die you randomly become a different animal with different abilities.
I like the concept and the art.
Maybe I found some bugs: stuck in the wall, multiple my character but it was funny, maybe it had to be :)
But the overall is great, I've enjoyed!
If you like mysterious, creepy theme and twin stick shooter with interesting mechanics, check out my game. Thx!
Fun game!
Liked the tutorial intro.
Smooth controls and nice pixel art.
Job well done :)!
I really like it! it has such a cool game mechanic and graphics are pretty cool as well! Nice Job!
I like the game! But with music and some paralx scrolling in the background I would like it even more ^ -^
Nice map. I really have a soft-spot for procedurally generated maps XD, even if maybe a bit of an overkill for a jam like this where people take ~5 mins to play the game and don't get to enjoy the full potential of procedural generation. The theme is implemented in an original way, dying to transform in a new character! Well done. Check out my game ;)
Hello, checked your game already :) It was super-good in my opinion, you used pixel art pretty nice. Enemies pathfinding was quite good, which is something i always strugle to do :)
I like 2 characters has different strenghts :) I also liked your animation on "bigger" character..
Only thing you could make different in my opinion is you could give enemies more hp but give us a bit shorter cooldown, this could make action better and balancing wouldn't be destroyed :) But maybe you wanted player to focus on dodging enemy bullets more, thats understandeable..
Great game :) Now i came here from my play for play, so you can keep your promise by playing my game https://itch.io/jam/wowie-jam-3/rate/940979 Have a nice day
The idea of two character with different abilities interchanging on death is great and fits the topic very well, overall a fun game, good job!
I got stuck on a bottom floor on one of the levels and I didn't have enough batteries to go through the door and I've already killed all the enemies on that floor and I couldn't reach the upper floor so there was no way out for me, perhaps it's a bug (no big deal though)
This game is fun, but I didn't understand how the shooting cooldown mechanic worked.
Interesting take on dying to become the other character! Would have liked to see some more abilities for the small character (the rooster seems strictly better) and more of a reason to *not* die, since right now it seems like you can just die whenever without a penalty? The procedurally generated levels were really ambitious for a 72 hour game, too :)
All of that is totally possible in the future and went through my mind at some point, but as you said - I only had 3 days and procedural generation took a lot of precious time. At the beginning I had plans for two more characters and an explosive enemy, but time was ruunning out quickly, so cuts had to be made!
Cool idea! The art is really nice, and I like the randomly generated levels (impressive given it was made in 72h!). I think it would be nice if there were obstacles that required you to be a certain character, because the characters seem quite similar so I'm not sure if it is that important to switch at the moment
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