Now It's Personal
You're a robot training to become the ultimate soldier by fighting against the best opponent around — your own self. Every round, pick up a weapon and fight a mimic of yourself from the previous round. How many mimics can you beat in one go?
- Eight weapons
- Extreme bullet time
- Ricochet kills
- Deterministic replay on death
- Progression Mode, in which you must use all eight weapons in order
- 60-second Challenge Mode, in which you have 60 seconds to kill yourself as many times as possible
- Hardcore Modes — complete the game without dying once
- WASD to move
- Q and E to dodge roll
- Hold left click to fire (some weapons have warmups)
Art, sound, and most code by Joel Michelson.
Based on an idea by Saad Khalid.
- Sprites- GM Image Editor
- Sound - Audacity, custom anti-noise booth of cushions and blankets
- Music - FL Studio (Sytrus and Wasp XT instruments used)
- Game - GMStudio 1.4
Additional scripts used: draw_circular_bar and collision_line_point by YAL
My progression record is 79 seconds.
Version 2: 2019.07.26 (not for review)
- New weapon: Grenade
- New gamemode: Infinite
- New control: Right click to slow time
- Explosions now damage all robots
- Music now pitch shifts with time speed
- Minor balance changes and bug fixes
Pretty fun game. Took me a bit to get that it was me shooting at myself, and that made the title of the game feel pretty cool. I love how the difficulty ramp works: it's based on your own moves. The downside is that it allows use it at our advantage (making the game a bit less fun), as all we need is to time our moves, decide "key" placements, etc
I love the sound effects. They're not what you expect from weapons, and it gives them a unique feel as well as giving the game an interesting feel, since you're shooting robots.
I also liked the integration of the theme as well as the content: that's a lot of weapons and it's nice to make your first playthrough thinking "what's gonna be the next"
I really enjoyed this, except for the RPG levels. That gun was just frustrating slow. The bullet time was a really cool effect, making the game both more cinematic and slightly easier. Great use of the theme as well: fighting yourself is a perfect interpretation & great for a single-player game, and making you fight all previous versions of yourself at once makes the difficulty ramp up at a good rate.
I would have liked to be able to full-screen the game; I thought everything was a little bit too small, and my monitor's not even 4K.Submitted
The effects and slow motions were nice and I liked the hit sounds. The graphics were bit simplistic otherwise, but they worked. I think the slowmotion made things bit harder, and here is why: Though sudden slowmotion can help you avoid danger, the player might not be ready for sudden return on to normal speed, which he cannot control. If returning to normal speed would be bit slower, during longer period of time, it could be easier to be ready. It was nice, although hard :)Submitted
This was neat, the effects are really cool and the weapons are fun. I liked the final knife fight, but I was able to out play myself :P
Here is the highlight from the stream, sound wasn't working well on my setup tonight I guess >.< https://www.twitch.tv/videos/456742546Submitted
The concept is really cool and the game was a lot of fun overall!
The only thing that bugged me a bit was the extreme difficulty after only a few levels. I did end up finishing all nine levels in 120 seconds though! :D
Great game, the bullet time effect is really cool and the gameplay is solid. The difficulty curve is pretty crazy unless you do weird things during the first few rounds. I still had a ton of fun playing it!Submitted
I like the time slow and visual effects in this one. It feels really solid. Beating some levels feels a little bit like relying on RNG to get through it. I like the baseline gameplay you have here. I'm not sure about the "beating copies of yourself" premise. perhaps if they were spread out across a larger level rather than stacked together, it'd feel more meaningful?Submitted
Thank you for the feedback!
I considered having the copies be spread out and so on (at the very least, they could be on the left and right), but this is meant to be a baseline test of the idea, so it's the simplest setup. Just one platform, and one spawnpoint with a mirrored version.
The only real RNG is the controlled character's weapon spread, otherwise everything should be deterministic. The time slowing can have some effects sometimes on <1-pixel or -frame scale that I didn't work out.