Judge feedback
Judge feedback is anonymous.
Playability
- No bugs! You can't aim up or down though and you can't dodge enemy bullets so I question the inclusion of ramps and slopes.
Theme Implementation
- Guns for hands certainly embodies the theme of the jam!
Cleverness
- You did just make Doom with dualwielding however. Take a look at how some other Doom-likes innovate on the formula. I'll give you a couple recommendations: I Am Your Beast, Tamashika, Anger Foot, BPM
- It's a bit tough to come up with something that could fit with your current idea, but perhaps one could be Right Hand mouse, Left hand ASDF Space, and in order to shoot you press one of the keys on your left hand. As for how to move, your right hand could be Left Click forward, Right click back. IDK, this is just an example of how I would try to make something wild.
- Every single enemy not having dodgeable bullets makes this game more about sniping enemies from as far away and as quickly as possible, while in Doom you at least have the opportunity to dodge.
Artistic Style
- It's quite faithful to Doom, the portrait in the middle even changes looking direction. Its a bit curious that all of the enemies are scientists though. Take a look at Saint11's pixel art tutorials to hone your craft, he makes some really great stuff that highlights core principles of pixel art.
It's a game jam! Get Wild with it! If this was practice, so be it, but it also could've been a creative exploration! Thank you still for your participation though, and I hope we see you again next year!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1BPk3c3nLRGfmvjvtYA2pm5x0GRHQXjPnerEBHqxLDPU
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
It's a quite simple game, but the first 3D project we ever did. It's heavily influenced by the original Doom '93.
Mechanics:
The player can shoot each hand seperatly, Left click is for the left hand, and right click for the right hand. The order of shots are from outer finger to thumb.
Controls:
Keyboard:
Movement: WASD / Arrowkeys
Interact: Space / Num 0
Looking: Mouse left and right motion
Shooting: Left click for left weapons, Right click for right weapons
In Browsermode: 2x ESC skips the intro cutscene.
Controller:
Movement: Left analog stick
Interact: B(Xbox), O(PS)
Looking: Right analog stick
Shooting: RB/LB(Xbox), R1/L1(PS)
Please explain how your game fits the theme:
The player is literally the weapon as Keith is like Edward Scissorhands, but has Pistolfingers and he devours the ammunition.
Is there anything you'd like the judges to pay particular attention to?
This is our first 3D game, and even our first ever working prototype. It was a very mixed journey of struggles and frustration and eureka moments but in the end we learned quite a bit and are proud of our little project. There is still a lot to polish and work on if we continue to work on it.
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