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Factory Flaw's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #206 | 3.616 | 3.616 |
| Enjoyment | #320 | 3.640 | 3.640 |
| Overall | #413 | 3.401 | 3.401 |
| Innovation | #423 | 3.360 | 3.360 |
| Audio | #582 | 3.163 | 3.163 |
| Visuals | #582 | 3.500 | 3.500 |
| Theme | #685 | 3.128 | 3.128 |
Ranked from 86 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The story of the game revolves around a missed maintenance check for a gun-producing factory. Everything from the root of the problem's cause to what was done afterwards to try and stop the factory follows the ignorant idea of "nothing can go wrong". The maintenance team ignored a check, thinking that nothing could go wrong. You were sent on your own- a barely tested gun that takes damage from its own lasers- with the idea that nothing could go wrong, all because you were guaranteed to be on the right side no matter what happened. Even before you, an expeditionist goes in solo as part of his job and leaves notes of his observations around. The response to his disappearance was to send you in and nothing else. The theme is also seen in the gameplay. The bouncing mechanic was inspired by the idea that situations could go wrong VERY quickly if you face an enemy who fires bullets everywhere, or if you yourself miss a bunch of shots and create your own bullet hell. As everything has fallen apart and you must take down the factory by yourself, nothing can go wrong,
What code and assets did you not make from scratch during the jam (if any)?
The only code not made by scratch were typical components that would be applied in most action games- like hitbox components, hurtbox components, health components, as well as basic finite state machines.
All of the art was made by scratch by our artist, and only the laser when firing was from another project.
The sounds when firing a gun were free assets online. The music was all for the jam.
How many people worked on the game?3
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Comments
A lot of fun! It took me some time to realize how to get out of the first room. It didn't look like a door, so suggesting you make that clear. Also, without going to the pause menu, I wouldn't have known I need to go look at the note. So maybe make it more clear and have a clearer UI.
Keep it up that's so fun!
Really fun game! My only real criticism is the difficulty spike between the bossfight and previous room is pretty big, but that's normal for a game jam. Overall it didnt feel too easy or too difficult and I enjoyed playing it!
Holy moly! That was certainly an interesting experience. I really loved the idea of having your bullets be dangerous to enemies and yourself. I certainly made my life much more difficult as I played through the game, but I still had I great time. There's a lot of content for a 1 week jam game, and it told a pretty good story. The final boss was fun and challenging, but a little bit stale (though I can certainly understand if you didn't have time to implement as much as you wanted)
Overall, it was a really cool game, and I had a fun time :D
good idea... its a nice idea but no quite for everyone. We think that a circle collider on the gun and some difficult curve might help
Yeah it seems I made the collider too large.. I'll take that into account, thanks! Will definitely consider making a better difficulty curve as well.
Love this game! Challenging and chaotic combat! Beautiful visual and vfx, as well as the audio.
Could become a rogue-like dungeon crawler title, where you can upgrade and put some crazy stuff into your gun for even more chaos!
Glad you enjoyed! That actually sounds sick, I might look into how to make rogue-likes just for that.
You could search for "Enter the Gungeon" game for reference!
That was a fun one. Good job! Nice SFX and visuals. But I think gun collider should be just a circle, because you stuck in walls if rotate in narrow spaces.
Noted!
Love the twist of being a sentient gun, though I definitely spent half the game thinking my returning bullets were an enemy and dying in the process...
I also definitely cheesed the final boss by wedging myself behind it and just firing away where the enemies couldn't get me!
I played it again, and I couldn't manage to wedge myself behind it from the left side (enemies got to me too), I'm curious to see your experience with it haha. But I did also notice if you spam shots from the side and don't pay attention you kinda just melt the boss. I'll probably make the miniboss spawn in way faster once it hits the threshold, maybe use the conveyor belt at the beginning of the room too (surround the player with enemies) and give the boss more HP, or make the normal enemies spawn in faster too.
Love that you’re just a sentient gun haha. Had fun with this! I like the bullets bouncing around, although it probably did more damage to me than enemies for the first while haha!
Glad you enjoyed! The bouncing is def something to get used to haha
I enjoyed the gameplay so much! The ricochet bullets was a great idea i got to defeat some enemies with ease just by bouncing my bullets from far away. A solid game overall congrats man <3
That's the strategy! A good few enemies can be defeated so easily just by finding a perfect angle to attack them from, glad you enjoyed!
The fact that bullets ricochet so much lends itself to a lot of tactical opportunities, and also to a lot of unpredictability. I loved how during the last gauntlet the game became borderline bullet hell with all shots, both mine and fired by enemies, flying and bouncing around.
Very solid game!
Glad you enjoyed!
good idea and enjoyable gameplay!
ps: you can add different colors of bullets for the enemies and the player in the second location, or that's how it should be?
I've had multiple comments suggest different colors for player vs enemy, which I will definitely take into account, since it makes gameplay easier to distinguish with what's yours and what's the enemy. The shotguns just had an overlay of the same bullet since I thought their pattern was different enough that it deserved a different appearance.
Short, enjoyable little game. We're murdering our brothers and our creator. I found the gameplay simple to pickup. Your hitbox adjusting with the gun rotation felt a bit weird, but understandable. Good work!
The game idea is great—I really like it! The bullet system is well-designed. However, at the start, I found the bullets looked too similar to the player's, making it hard to distinguish them. It felt a bit too challenging, especially for the early game.
Thanks for the feedback, someone else commented about your same concern with the bullet appearance, so I'll definitely keep that in mind. Initially my thought process was that since you have to dodge your own bullets too it wouldn't really matter, but I can definitely see how it could still cause trouble and just help keep track of things on screen. Thanks again!
I thought the bullet-bouncing mechanic was novel, and the levels made for interesting battles with the enemies. Final level I had to give up because of excessive mouse clicking and my finger was getting sore. Nice effort!
This game took me a moment to realize i could use w,a,s,d hahaha , but it was rly funny being a walking gun! Also do the health kits do soemthing? Because when i picked them up, it didn't heal me :(
Other than that i loved the game! :D
The controls were on the start screen, and you have to use Q to heal once you pick them up. Did you notice the number going up in the bottom left?
i think i didn't even notice the bottom left. I was too focused on the enemy guns.
I love this! My gamer instincts kept betraying me and I kept going "ooh a gun better go pick it up!" Great work! It lags a bit on my end, but that's probably just my laptop. Great work!
I made this on a laptop and it didn’t lag in Godot, but did in web for me too. Not sure why, but it only happened whenever I shot for the first time or hit an enemy for the first time. Hope it wasn’t too disrupting though, and thanks!
That's exactly when it lagged for me too! I'm glad you're aware of it. I'd love to play it more, though. Do you have a Windows version of it?
No unfortunately I don't :( and I don't know if we're allowed to edit submission for different versions. By the way, I haven't heard anyone else comment about it, but did you experience audio issues? Sometimes, usually when there was lots of shooting happening, the audio would kinda glitch in web for me but I also haven't heard anything about that from anyone. I converted all the wav files to ogg but it was still kinda there and its annoying not being able to tell if its a my laptop issue or everyone.
I haven't noticed any audio issues on my end while playing your game, but I've noticed it in mine. I'm also using the Godot engine. It's fine in the Windows version but the Web version is very oof.
If you check out my rating page for my game, there's a comment by FeralBytes on how to address this. I haven't had the time to try it myself yet, but it might help you!
thanks!
Great game! I like the idea of reflecting bullets and having to dodge your own!
maybe enemy bullets and player bullets can be different color? nice game though. well done!
I didn’t think it’d be an issue since you have to dodge your own bullets as well, but thanks for letting me know about that! I’ll keep it in mind.
Fun game. The reflecting shots are a nice mechanic. Well implemented.
I wasn't totally sure about the narrow hallway, and getting stuck trying to turn around. But I understand why you put that in, with the shotgun right there.
Some kind of repair mechanic after the first room might be nice, because players are still learning what to do, so they might get beat up more than an experienced player (or dev).
Hey, thanks for the feedback! About the hallways I believe you should be able to do a 180 and keep moving, it only gets stuck if you’re too horizontal, and you can still rotate regardless and move. But point taken, I can see how it would cause trouble. About the repairs, there are tool kits scattered around that you can use to heal, but I do think they might not have been too obvious, which is definitely something I should keep in mind. Thanks again!
This is a cool game! I like the overall tone of the game, the gameplay is great and the art is very fitting too! Nice work on that. I do like the idea that every character is literally a sentient gun, it's very funny. I'd say the large shotgun miniboss is very nice and challanging but feels so good defeating it.
To criticise a bit I'd say since the hitbox is pretty large and unforgiving, making avoiding bullets quite difficult or downright impossible at times. That strange hitbox also makes the player stuck in some narrow corridors when turning, which doesn't feel right. The final boss is a bit underwhelming too. What kind of final boss is that who just summons a minute boss and don't fight by themselves!
Anyway, this is quite a solid entry! You should be proud of yourself!
Hello, thanks for the review and honest feedback! I get what you mean with the hit box and I definitely should’ve made it smaller, both the player hurt box and the laser hit box. I didn’t really expect players to dodge every attack (which is mostly seen with the shotgun miniboss), just the big attacks and focus on managing health and positioning, but that’s still a really good point and helps in making the gameplay feel better for the player. Also yeah about the boss I myself don’t really like “spawner” bosses either but thought the factory summoning weapons was cool in terms of the story and general vibes so I went for it (also something I’ve never made before). I also planned to have more complex conveyor belts used for the normal enemies but the deadline was approaching and I didn’t wanna risk anything. Despite that, I hope the miniboss reappearing was a cool surprise and a decent challenge! But yea I’ll definitely take this into account if I work on it more and for future games like this, thanks again!