Fight your way through the realm of limbo between life and death for a second chance at life!
Deliver your soul back to your body.
- While on the ground you can move Left, Right and Jump
- While floating you MUST use your bullets for propulsion to move around
- Switch between 3 weapon types (Pistol, Machine Gun and Shotgun)
- Collect shields so you can take some extra hits from enemies
Left-Shift: Switch Weapon (Pistol, Machine Gun, Shotgun)
Just in case any bugs occur and you aren't able to experience the whole story:
Travis - Newbie Game Developer and second time GameJammer!
Richard - Full-Stack Dev and first time GameJammer!
Haydn - Pixel Art Master
Thank you to Allison James for her "Murder She Wrote" theme song asset!
- Enemies continue to show their death effect if you keep shooting them. Avoid the particles after killing an enemy to avoid taking damage.
- Some room transitions are out of order or not going where intended.
- I'll provide a fully working version to anyone interested - sadly, we had some version control issues at the very last minute, but that's game jamming!
Solid ideas but the bugs hold it back pretty severely. Enemies remaining hostile in their death animation is something I found particularly annoying. I know the point is to fly around with guns but the complete lack of air control outside of that mechanic felt awful. This likely could have been better if the gunshot movement was balanced a little differently. I couldn't finish the game, and I couldn't tell if that was because of bugs or me not understanding. I thought the animations were wonderful, though!Submitted
There's a lot of cool stuff in here.
I like the main character design and the general concept.
Personally I feel like it's a bit of an easy choice to just give the player a gun, especially since it feels so out of context with the ghost person thingy. But that could just be me.
love the monsters. Music is great too!Submitted
Starting with the positives, I really really like the art style of the game, and I think the general concept is pretty cool. I won't comment much on the issue with the level transitions being out of order, and with enemy particles still being deadly - as I'm aware that both of those are things that you've already heard a lot about.
The idea of not being able to move while in mid-air using A/D (but instead, being forced to use your guns recoil to move around), is one which I think is pretty cool. Though it took a while to get used to, and it was definitely a tad frustrating at first, I fully understand the mindset behind the decision. However, the implementation of it may not have suited the levels design too well, as, by using the recoil of the guns, and the abundant amount of shield provided, you're able to skip straight to the top of the level in a matter of seconds, without needing to fight any enemies.
Overall, I still feel like I had a positive experience with this game, and I feel that if you were given more time (and didn't have to spend a lot of it dealing with version control issues, which is super unfortunate), that you would have been able to provide a much more polished experience. You did well, given the time provided and the setbacks you ran into, so good job!Submitted
Thanks for the feedback. Yeah we were thinking the character's initial life plus 3 extra lives from shields would be a good amount for the user. But we didn't realize until near the end when we were testing that people could essentially "skip" levels with the shields and really fast propulsion.
The concept of this game was pretty cool, just maybe a bit hard to control. The art was nicely stylized and the sound was pretty good. Unfortunately when I played, the game would reset when I beat level 1. That aside, a really fun entry!Submitted
Others have pointed it out before, but the controls, especially the fact that there's no mid-air control after jumping, was really frustrating. It took me a little bit to figure out that weapons will also make you "jump", so at first I just kept getting stuck at the bottom. Other than that, the game looks great, and I love the idea of it as well! You made a great game within such a short time!Submitted
Thanks, I really appreciate that! The weekend felt like such a grind haha, but in the best way. We actually had mid air movement incorporated originally and then decided to remove it to really accentuate the gun propulsion movement system. Based on the feedback though... maybe that was the wrong call?
Artistically, this game looks great. I think the visuals are amazing. There were a couple of issues I'd noticed, in that you can shoot at an enemy and when it is dead, you will still be hurt as it's disintegrating, plus some level of indicator for how much life I had left might have helped. That aside, the control mechanic is fun and it's an interesting, albeit short, experience. Good job
Great suggestions! The plan was to have one life + up to 3 shields that stack on each other. Unfortunately, in this version most of the time all stacked shields will be removed with one enemy collision. Sorry about the short experience! The Level 2 and the End Screen transitions got lost during our final merge.
I would really benefit from some version control insights/advice for teams working on one file if you have any to offer? We actually thought we lost the entire project at midnight on Saturday :S
First of all, the art, spritework etc, was very good! I liked the whole look and feel of the world. Shooting was functional and quite fun. I didn't like that you could not control your jump midair, but as I got used to shooting my way up, I wasn't jumping anymore anyway :D Another thing that frustrated me was enemies that I killed still hurting me (I know it's a feature, as in, deadly particles. But i didn't like it) And somehow, when I reached the top, it just spat me out at the main menu again. Another nitpick: you might want to enable Fullscreen switching in the game options next time. It happened several times I clicked outside the game window when trying to aim, and wish I could've just switched to fullscreen. One of my entries a few game jams ago received the same feedback regarding fullscreen switching, and since then I just enable it ever time, since leaving more options for how people want to play your game are often better :)
Overall I'd say there is a lot of potential, but the game probably suffered a lot from time constraints of the gamejam :D
I enjoyed my time with the game anyway!Submitted
Thanks for the feedback! The dead particles damaging the player was not an intended feature - it's a bug, sorry about that. I also found the version submitted to be frustrating in this regard. We may have taken on a bit too much as newbie devs haha and unfortunately our known bugs list didn't get circled back to.
Fullscreen is a great suggestion! We spent some time playing with the viewport and adding extra space around the room for clickable area, but weren't happy with the solution so we reverted it back before submission. Full screen would have been a much more elegant fix!
I liked the idea of the game, but it felt very strange to control. I'm sure if I got used to it it'd be a lot easier, but having to move with the gun while in the air was a bit confusing, since A/D worked on the ground. I'm not sure if it was a bug, but the enemies seemed to be crazy bullet sponges, to the point where it felt worthless to try and kill them. I got to the top of the level and the game went back to title screen, so I assume I won, but the cutscenes you showed in the description never popped up for me so I'm unsure.
Overall, this game would have been greatly served by a slightly longer time limit, but that's just the nature of game jams. I think what you have is a decent base, and it just needed some more time polishing, tuning, and balancing.Submitted
Thanks for the feedback Henry! Yeah, the enemies repeat their death animation and continue to soak up bullets if you keep shooting them after they die (between 10-20 shots for anyone wondering). This was not the intended behaviour, but we didn't get to this fix on time. As soon as they die, avoid their death debris and you can move on.
Unfortunately, we had some serious version control issues and we lost the transition code to the next level and end screen just before the deadline. This was my first time using version control with multiple people at once for GameMaker. If anyone has any advice in regards to how they work on one file base using GM I would love to hear it! We lost a good 8 hours in total over the weekend.
Fun concept with a nice art style, but massive amounts of information missing on how to progress like with gun recoil movement. Bugs and such preventing enemies dying dampered the experience a bit. Given more polish it would have been a smoother experience. :)