Edit: Apologies for a lack of a curser icon in the game. I must have disabled it for last minute debugging and blindly exported the project. D:
WADS = move. Left mouse = shoot. Escape = Quit.
Oh God, where to start.
I ran out of time again but I'm not totally embarrassed this jam either. It's HARD to keep working in a focused way for a couple days straight. There's a sort of initiative that can get lost as my developer-fu is not there yet.
You can't die and there's no sound. In the last hour I had to choose between one of those things, or improving the player from a simple hitbox. At least the player has a face now. It's the things that I just assume will get done, that won't necessarily take a lot of time that end up not getting done.
This jam I got to figure out basic autotiling which was a lot of fun to use, and made creating the levels a synch.
This jam is super helpful. It's been a good lesson in time management and flow of work. Next jam when I need a mental break I'll switch focus to a lower priority thing like a few sound effects or sprite decals.
The concept is nice and the game mostly works well. I like the enemies and the bullet retrieval mechanic. The camera movement feels smooth.
It's just a shame you can't actually die - it removes a lot of the excitement of fighting. I know you ran out of time, but some audio would also add a lot.
I have to insist on how slow the start is. I really thought the game was buggy cause there was no information being displayed. The first text box should appear way sooner and you should be able to click to mke it progress.
The waiting at the start is way too long and unskippable, you can still show the text even without the invisible walls, and maybe clicking to skip the text would've been a good idea too.
The game itself wasn't too bad, i liked the one bullet cannon-shotgun, but don't expect me to not notice your enemies can't actually kill the player lol.
Oh I'm not trying to fool anyone, I just ran out of time. Or rather I just mismanaged my time.
You know, I knew the into was too long and drawn out. I just didn't get around to sorting it out. It's displayed in a sort of hacky way. (Read: Shitty). It's been a good leason for me about scoping and managing time.
Thanks for your feedback.
I tried to play it, but couldn't move almost at all. Moved very slowly and only in small rectangle area, maybe some invisible wall right at the start? And it also put my computer to its knees as it maybe takes lots of resources. Maybe some heavy calculations?Submitted
The start was wayyyy to confusing with the invisible walls, also I shot towards the bottom and couldn't get the bullet back. Too bad you didn't have to time to work on it more, but it's way better than last time !Submitted
I openly admit the game to be shitty.
I tried and replicated the bug you mentioned easily. Off the top of my head, since I have to specify the coordinates on where to spawn the bullet, I already have where to check for a barrier instance before creating the bullet object. It's a simple matter of adding that check to the firing code.
The stress of the game jam is excellent for testing my organization, which obviously is lacking. Organization will help me manage along different aspects of making a project as to avoid frankly stupid oversights like this. And to manage the scope as to reserve time for sound and basic polish.
It's in me to do much better.
Quirky little game. It was very short, and wasn't too difficult either. I liked the funny dialogue at the beginning but I think it went on for far too long. The shooting mechanic was fun, but I wished you did more with it - maybe using it to solve a puzzle or defeating different kinds of enemies? Maybe even a boss?Submitted