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Factory Reset's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #26 | 4.546 | 4.546 |
| Fun | #30 | 4.151 | 4.151 |
| Theme | #94 | 3.992 | 3.992 |
| Originality | #272 | 3.471 | 3.471 |
Ranked from 120 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
Your health is an ever depleting power source, you have to constantly collect power to stay alive.
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Comments
This is a simple fun top down shooter, but the hook shot mechanic really elevates this and makes it feel much more satisfying and gives far more options. Really enjoyed this but it did kind of hurt my eyes after a couple of minutes (still not sure why unfortunately, but it seems like it may have just been me who had this problem. It also feels a bit like the power mechanic is underplayed and could have been more impactful on the difficulty - I was at full power for pretty much the whole game without really slowing down.
Super fun! Loved how the shrapnel did more damage than the laser, making it very satisfying to turn a low health enemy into a bunch of dead ones.
Thank you, and I agree, it is fun.
Had a great time playing this! Feels super polished with fantastic presentation! Really my only critiques are that the ui feels too small during gameplay and I would like a little more feedback when doing damage and taking damage. I couldn't fully tell whether or not launching grappled enemies into others was actually accomplishing anything and there were times I didn't even realize I was being shot since the bullets are small and I barely saw any affect on my character. Aside from that though this was incredibly well made (especially thought the level design was a standout!), great work!
Thank you! I agree, the bullets are a bit hard to see, and we relied a bit too heavily on sounds to show damage. The UI was smaller, if you can believe it, at first, but the only thing we had time to scale was the health bar, since it was the most important. It still should have been bigger, though! I'm glad you liked the level design, it was fun passing it off between me and mangoez to make the big level we have. Different genre than I'm used to, too, which was neat to think about how our gameplay coincided with the level layout.
Super fun and polished! The visual work is excellent, and the game was immediately snappy and fun. I love throwing enemies and watching them burst into shrapnel, although I wish it was a little more clear when an enemy will burst into shrapnel, especially since the different enemy types seem to have different health? I didn't notice a single bug or performance hitch, even on the web build, which is very impressive for a game jam. The short length was great. I think ideally an expanded version of this game might have 2-3 additional levels with new enemy types, but I love the amount of polish packed into this single level. The inclusion of a timer and rank is really fun. I'm not actually sure what the pads I stepped on do. I assume they're checkpoints for if you die, but I didn't die once so I didn't get to confirm that.
Thank you for the nice review! The pads are pseudo-checkpoints, they don't save you when you die, but they are an infinite source of health. The downside is that it takes time to fill your health, thus leading to a lower score. I wanted to make it obvious when a blast would shotgun an enemy, but we ran out of time to make it. We worked hard and uploaded probably 10 test builds to get that performance. Web builds are super tricky :v
Love the juice and style! I was a little bored going through the same type of obstacles over and over but then I realized there was only one level and this was actually an arcade type game! That really made me want to try again and when I did I got a time of 1:46.45 with a score 2,435,913. Controls and mechanics are simple but focused which I think complements the arcadey aspect very well. Awesome game!
Glad it clicked, and very nice score indeed! If we were to expand on the concept, the levels would definitely be super short, style/speed focused challenges that reward the player for their rank with new weapons n' stuff.
One of the best games I've played this jam that teaches the player the mechanics as they are playing.
Maybe a little simple as towards the end I wasn't feeling challenged,
but did an excellent job with job with getting the player right into the action.
Also any game that has a grappling hook = Good game
Maybe if I could grapple to a wall or pull other things towards would make this next level
Towards the end of development I actually thought about the missed potential of using the grapple for movement, which could've added so much depth to the level design. Rahhhh!!!
If we ever continued this, that'd be number one on my priority list for sure.
Thanks for playing! Usually we make our games too hard so we tried to go a bit easier this time lol.
i already commented here but i wanna double back and say that out of every game i want THIS ONE to win the most
Haha, thank you so much! We, of course, would be happy if that happened too :)
Thank you! That means a lot. <3
Combat is really snappy! Its fast, intense and fun - grappling hook grab and hit flawlessly interweaves between attacks. Felt very good to play, caught myself slipping into flow state in a few places - hit grab hit run hit grab hit hit grab hit...
Thank you for the game, it was very fun to play!
Thank you for the review. Glad you liked it!
I really like the way the grappling hook allows you do just freestyle and invent cool things. really fun but i suck.
Nice work this was a lot of fun! Gameplay felt nice and the actions had good impact.
Stylish, responsive, and fun. And extra points for Godot!
Thank you! Godot gang!
Fun little game! Loved the visual-style and can tell a lot of attention went into the effects and smaller details like bullet trails and explosions. I like that you can launch enemies into other enemies or into the explosive barrels.
I'm glad you liked the combat we designed, and the polish we used to make it crunchy!
I see that the idea of a depleting power source was a common idea in the jam, I implemented it in my game as well!
It was low hanging fruit, but so appealing for us devs :)
Cubette my love <3 Great game! Fun, pretty, and satisfying.
Ty!
beat this or you're a fake gamer
EZ
EVEN EZ-ER, suck it dev~~~~~~~~~~~~~~
Seems legit.
Wrap it up, folks. Nobody's beating this one!
Shoot shoot shoot! Satisfying!!!! Good job throwing together something so lovely in a short time.
Thank you for playing! Your game was so simple, yet did so much with the mechanics you had. Big respect!
Movement is really clean, lots of room for messing around with enemies and explosions. The grapple-to-point-blank-shot combo is awesome, art is great, music is great. No notes, really. This is one of my favorite games from the jam. Great stuff!
Thanks for the review! I've been wanting to play yours for a minute now, it looks so fun!
Really nice Artstyle and Music, after a while i fell into a flow and just zoned out and played the Game. Which is a big compliment. The movement feels very good, destroying the robots feels very good. Very nice Game. I didn't quiet understand how the Score/Rank System worked...most of the Time I was at a C ... but finished the Game with an A Rank, so yeah. Really cool game
Most of the points come at the end, from the time bonus and completion bonus. Completion alone is 2/5ths of S rank, and time bonus could be up to around another 2/5ths, leaving only around 500k to be gotten from destruction. Glad you liked it!
Ah very nice, thanks for takeing the time to explain it :)
Will you keep on working on this game? I think some new Enemies could really spice things up. Would love to play/see more of your game :)
The definitive, true answer, is maybe. It really depends on if we could get published or not -- neither me or mangoes knows the legalities of selling something you made together lol, and a publisher could probably help us with that.
I see...yeah that is a problem. Depending from which country you are hailing from. If you really want to look into that, I bet there are some resources which tell you what you could do. I think the most basic thing could be...that both of you hold the rights to the game. So nobody of the both of you cannot do something with the game, unless the other one also gives green light for that.
I would be careful with a publisher, some of them have really bad contracts for devteams. Some of them are not even good in...marketing your game so yeah. Some publishers also don't really care how the dev team operates, they only care that you finish it and their percentage.
I am sure you will figure a way out that is perfect for you :)
Sure, thanks for the warning, we're both in the US, and we'd be careful with what publishers we would contact. Probably our first priority would be Big Mode :)
Very very fun. super polished game, just was enjoyable to slide around and grapple robots.
yeah that was fun! mission comlpete! :)