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A jam submission

A PapercutView game page

A small FPS in a cardboard cutout world
Submitted by iedSoftworks — 2 hours, 35 minutes before the deadline
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A Papercut's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#332.8182.818
Enjoyment#382.4552.455
Use of the Limitation#431.9091.909
Concept#442.6362.636
Overall#442.4552.455

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
iedsoftworks, aka me :)

Software used
Godot, Blender

Use of the limitation
Well... there are secrets in the game to find :)

Cookies eaten
none really...

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Comments

Submitted(+1)

This was a fun shooter, although I think one health is a little harsh ^-^' 

Developer

Hei, thanks :D Yeah, I tried to make it less harsh by making the respawn fairly quick and the level quite small. But now I understand its a bad idea and hey, thats what game jams are all about :D

Submitted(+1)

It's an enjoyable enough base for a decent FPS. I did manage to make it to the exit with out any major difficulty. I did unexpectedly die when checking out the furniture in the room you start in, as I didn't realize there were enemies outside. (I find it weird that there's no collision for the furniture)

I like the fact that the gun is a piece of cardboard, but it would be really cool if the gun was completely made of cardboard instead of just a picture on cardboard. (This idea might be asking a bit much though)

The idea you have for secrets is neat, but right now they're just somewhat of a disappointment.

Developer

Hei, thank you. Yeah, I forgot to add collision to the things, because I made and placed them quite late in development (last two hours, not counting build time).

The idea, with the cardboard gun was effectively something I needed to be able to model quickly and make it look good. So modeling a full weapon wasn’t really in the time, and I didn’t had a modeller at hand. But I agree, that would’ve been pretty cool. :D

Yeah, I’m fully aware that the secrets are dissappointing at best. I even wrote on the game page, that I only met the limitation by a technicallity. I wanted to make a shooter and completely forgot to think about the limitation…

Submitted

They can shoot from like 5 miles away I cannot get them ):

This is a bit too hard for me.

Developer

Hei, yeah, they can see you in the distance, but you can shoot them. And a little pro-tip: crouching makes it harder for them to shoot you ;)

Submitted(+1)

Rate a papercut? 0/10 they arent cool.

Wait this was a game? Oh, give me a second.

Submitted(+1)

It's a fun little shooter, I didn't manage to reach the exit though... I quite liked the effect of the death animation of turning to face the enemy who shot you

Developer

Hei, happy you liked it. You can crouch, to evade bullets ;)

Submitted(+1)

the artstyle is amzing

Developer

Hei, thanks :D Was actually the first thing, that came to my mind when I read the theme

Submitted(+1)

I really like it. I love these singleplayer FPSes, and this is a good one with great potential. However, there's issues, firstly, no tutorial, or anything telling you the controls, I spent a few minutes in the starting room figuring out the controls. The enemies also appear to insta-kill you, that's not a good feature, normally, you should die from a few shots, not one.

The concept is very interesting, but there could be some more explanation of why the man is stuck in a cardboard world. Overall, a very good game, with its flaws.

Developer

Hei, happy you liked it. Thanks for the feedback. The lack of tutorials and lack of “Narrative” came from my rather tight time planning. With that said, I could’ve at least wrote some small text about him waking up or something. And Controls could be written down somewhere on a table or something nearby.

Yeah, the health thing, I kinda agree, but I wanted to try it and I also tried to mitigate it, by for one having small levels with predictable enemy placements and showing the player what hit him and then a quick respawn.

Maybe I try to fix a few of those things, in an update. :)