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A jam submission

Buckshot BattleMageView game page

Fast paced home invasion simulator and top down shooter
Submitted by squid_lawyer (@squid_lawyer_vg) — 2 days, 23 hours before the deadline
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Buckshot BattleMage's itch.io page

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Comments

Submitted(+1)

Never played Hotline Miami, so got no real frame of reference. I didn't expect much from it but my expectations were shattered. I'm picking up enemy drops just to hear the wizard say "Yoink!" Enemies are no pushovers, and there are upgrades here for days. I also love the premise. Wizards with no sense of right or wrong.

Developer

Nice, glad you enjoyed it! The yoink was a last minute addition that im happy someone appreciates. thanks for the feedback.

Submitted(+1)

This game kicks ass. Feels like a top down idtech shooter in a really fun way. All the weapons feel fun to use, the enemies are interesting to fight, and being a gun wizard is cool. Only minor nitpicks are that it's sometimes difficult to tell what map objects you can walk through or not, and it being slightly difficult to tell whether or not you're reloading in the middle of a heated battle, but I got used to them quickly.

Developer

Thanks for playing! the comparison to idsoft kino is high praise in my eyes. I've definitely got to work on visual clarity and probably figure out something for a reload animation soon.

Feedback is much appreciated

Submitted (1 edit) (+1)

One of the funniest games I've played this DD. I can't really think of much feedback tbh -  it was fun to experiment with the weapons and the whole mage + hotline miami concept is really fun to look at. 

The difficulty progression was spot on btw, I liked that it was hard but enjoyable enough to keep trying.

Very good work lol

Developer

Nice, glad you enjoyed it. The difficult curve is something i tweaked a lot over time. Thanks for the feedback, it is much appreciated!

Submitted (1 edit) (+1)

Pretty good. Got this record on killbox.


I think the reflect upgrade and the time boost drops are new, both good addition.
Didn't care much for bathrooms because it's too bright. Game room was cool.

There still isn't a tell for when the combo is running out, some UI element like the combo meter getting redder or a circle around the cursor would be useful.
I'd like being able to shoot all weapons right after a reload by holding LMB, some weapons can do that but not all.
Do the spawners reset or slow down when the crossbow guys arrive? There's always a lull in the fight when that happens and it messes up my combo.
Some indicator that the spawners are about to activate would be good so that the player doesn't have to guess when there are no enemies on screen.

Some gameplay considerations:
I got that record by stacking up 4 greater buckshots. Stacking a single weapon is ideal because you can quickly buff it to insane levels (it was like almost +40 when I died) and you can buy shop upgrades for it faster.
The greater buckshot felt like the best because it does crowd control, no self damage, great single target damage and can be fired blindly to try and kill off-screen enemies to keep the combo going.

I'm not saying you should nerf it but maybe you should add a "style" meter that rewards the player with points for mixing up their weapons.

Very fun overall.

Developer

Thanks for playing! that is a monster score and about as good as im able to do and I've played the game a lot.

some indicator for combo timing and enemy spawns is a good idea and is on the list for polish. the spawners dont reset when crossbow guys arrive, each spawner randomly chooses a spawn delay per spawn between a max/min, both of which decrease as the kill count increases. it may be dumb luck causing a lull in the fight but still doesnt sound like good news.

Stacking 4 of the same spell and sacrificing some versatility for more power up stacking  was an intentional decision but it is way too good. i always just pick 2 spells to use.

Thanks again for the feedback my friend.

Submitted(+1)

Hi assnoid: 
-Really feel like you're onto something: your game puts me back in those days where I grew up playing browser and flash games! I think you delivered well on the aesthetic style of what this game is: SFX, Flash art, pizzazz, music.
-I especially liked that you put focus on the meta-progression; it weirdly feels like an idler / incremental, but with more player input, and to me that's a good thing that makes it stand out.
-Some subjective feedback from me: 1) I know you have spells in there, but I felt a disconnect between the Mage character archetype vs. the guns, enemies, and interior design; 2) I liked the variety of the level layout, but would you consider making things your bullets can go through vs. blockers more visually distinctive?; 3) The library area bottom left seems to be most difficult to engage in, so therefore I wonder if it can potentially give more reward for engaging with that area, giving players more agency and choice for risk vs. reward. 

Developer(+1)

Thanks for playing! The first bullet point you mention is exactly what im trying to tap into so that warms my flash-gamer heart. Glad you liked the progression, I'd like to make it more interesting in future games. 

Ive gotten a couple comments on visual clarity and its something i need to plan better for. In terms of the assets, I won't lie I just opened krita and thought "i want to draw a gamecube on this table, consequences be damned", and thats where the disconnect comes from. Maybe the wiz is summoning all of his furnishings in the same way he summons shotgun shells and missiles. Maybe some day it will all tie together in the deepest lore. 

I appreciate the feedback.

Submitted(+1)

Pretty dang fun. Voice lines and other style stuff are all top notch. Shotgun seems really good. Great work!

Developer

Thanks my man, I appreciate it!

(+1)

Simple UI, great, font cool but hard to read sometimes

Got straight into the game and knew what I had to do
Getting hit once is instant death?
As someone else pointed out a bit of stuttering.

Developer

glad you knew what you had to do as a true doom murder head. I appreciate the feedback!

Submitted(+1)

Murder Simulator is very solidly made!

The only issues I encounters were the following:
1. For whatever reason there was some stuttering that would happen every now and then. I tried to see if I could pin it to a specific action I was doing but was unable to.
2. When using reflect, if you shoot at the reflect barrier your projectiles will be redirected to move in the direction the barrier is facing. It doesn't seem like this is the intended behavior, but it would be a cool idea for some other kind of ability that redirects or curves projectiles.

Beyond that it's a really well executed arena shooter. The screen shake, blood, and corpses, and projectiles all work together real nice to add to the chaos.  Being able to die so easily is very punishing, but I prefer it and almost wish there were no HP upgrades. Something about being a highly destructive glass cannon that makes the game that much more engaging for me.

Developer(+1)

Thanks for playing!

Was the stuttering occurring in the browser version? I noticed that once or twice as well but then was never able to track it down, every particle/shader is precached but maybe its something funky with the way godot (quite shittily) handles web export. I appreciate you trying to track down what was causing it.

The reflect thing was originally unintentional but i decided to keep it because i thought it was cool to turn your shotgun into a sniper rifle with it. Its pretty hard to use it to shoot around corners right now since the lifetime is so short. Maybe I could tweak it to make that more viable and seem more like intended behavior.

Thanks for the feedback and encouragement.

Submitted(+1)

Yes. The stuttering was on the web browser version.

I think if you keep the unintentional effect of the reflect barrier it should be moved to a different upgrade as I wouldn't expect that interaction (but I do think it could be fun as a different upgrade). Or, at the very least, it could be the second upgrade to the reflect barrier(?) It might also be fun to have your bullets reflect back at you? But then that would be pretty punishing for the grenade launcher...

(+1)

Love the saw blade weapon a lot.

I think at certain points the game's camera shakes a bit, not sure if it's to do with getting stuck in geometry.

Developer

Thanks Eyeball Tank, I probably had the most fun making the buzzsaw. 

If the camera movement seems glitchy thats unintended, though there is screenshake upon firing or whenever an explosion goes off. Theres also a bit of jitter if you stare at the player sprite while moving in a straight line that i havent figured out how to fix yet.

Thanks for the feedback!

Submitted(+1)

this is quickly becoming one of my favourites.
i love the sfx, the voice lines, the various props on the tables, everything
big improvements all arounds compared to the last time i played it, it feels much smoother
are you sure you want to settle for starting at 1HP? it's very punishing, especially as soon as the crossbowmen start spawning, their arrows are very fast.

Developer(+1)

Extremely glad to hear that Fed, pretty sure you were the first to comment on the first demo i posted so thanks for being an OG. the feedback is appreciated. 

1HP to start is a choice i honestly didnt think very hard about, when i first had the game playable the idea was 1 hit kills all around but it didnt make much sense with different weapon types. I'll ponder it.

Submitted(+1)

Fun game and very addictive! I really like the style of the graphics, and the idea of the shotgun wizard.
At times it's a bit difficult to tell what's going on, especially when there's a lot of dead guys on the ground. Perhaps that's even intentional, it certainly adds to the mayhem. Also I find the font in the upgrade buttons hard to read.

These are my first thoughts, I'm going to pay this more later when I have the time

Developer

Thanks for playing, very glad to hear you liked it!

i think i'd like to do better with visual clarity overall in the future. I personally turn down max corpses/blood in the settings so there isnt as much visual clutter, but i like your point on the mayhem. 

Feedback is appreciated.

Submitted

The game is super fun and addicting. I'm not very good at it, but kept trying to go. I only managed to reach a high score of ~40K. 

My only feedbacks so far would be:

I've found it a bit hard to keep track of my ammunition. At first I thought the +0 on the weapon slots was my ammunition count. Maybe if we had the counter in the middle/bottom of the screen it would be better, since the middle of the screen is our natural "rest view".

I got myself using the Shotgun a lot more than the other weapons, because the reloading times seemed a lot faster. I would shot a couple times, reload 1 or two shells but already been able to shoot again. Felt like i never had to relaoad. Compare that to the ricochet, where I would fire 20 shorts, then it would have a long reloading time that would more often than not, kill me. Add that to my dificulty in checking the remaining ammo, and then you have me almost only using the shotgun. I don't know if this is comething you can balance, or if this is a Skill Issue, but I figured it was worth pointing out.

Maybe a reloading animation would help with this, because currently there is only the sound, but no visual feedback to show me that I'm reloading. It threw me off at first. I didn't understood why I was not shooting all of the sudden.

Other than these points, I'll keepplaying and try to get a 100K highscore, because the game is very fun. 

Keep up the good work!

Developer(+1)

Thanks for playing my friend.

40k is nothing to sneeze at. I played the game a lot over the course of developing it and 40k was originally more than halfway up the list of attainable ranks. 

I've gotten several comments on it taking a second to understand what is going on with ammo, especially with no reload animation. There is an option to show ammo at the player, and I should probably add one to show it at the crosshair as well.

The way i deal with the longer reload weapons is to cover the downtime by teleporting or reflecting if theres a lot of enemies, but you can kind of sidestep the issue with a bunch of powerups or the backpack reload upgrade. The shotgun doesn't require any up front investment to be able to take on a lot of enemies, but perhaps the base reload speed is a bit slow for the other ones.

Feedback is much appreciated

Submitted(+1)

Nice renovation you did to wizzy's house, now I can believe it's a true home invasion defense simulator. After playing the new levels I believe the mages' guild shunned him because he has a whole pool in his bathroom. I actually used all of the weapons this time around, but I still think the double-barreled shotgun is the best one. After you get to 30 or so power-ups the spread covers 1/3 of the screen.  Unfortunately, I was not able to get the mythical 9,99 x 10^11 unlock even while abusing it (is it even possible?)

Controller worked perfectly for me (Logitech F310). I've never played shooters with a controller so I can't comment on the aim assist, but it seems to work as it should.

I noticed a funny bug in the results screen where the score numbers will display "NUMBER" for a split second before turning into the actual score. I'm guessing that's the placeholder string for the score. I also noticed that if the big guy's cannonball hits the reflector from a certain angle (behind?) it'll just disappear, but that might be intended (having it reflect in your face would be a jackass move). Nice voice acting work.


Developer(+1)

Thanks for playing! the feedback is much appreciated. 

The double barrel is probably my favorite weapon to use but i get the highest scores with chaingun lightning. I don't think the mythical unlock is attainable before hitting the time limit, i suppose it is mostly there to gaslight the player right now.

Glad the controller worked alright, yeah the placeholder string is visible for a frame on the results screen lol. I think you are the first person to notice that. I've never seen the reflector delete a projectile before, ill have to see if i can reproduce it.

Congrats on the monster score, Wiz God. Until proven different you are still the most powerful mage tower massacre player on the planet.

Submitted(+1)

Pretty satisfying endless hotline miami clone; maybe a bit strange to have a wizard guy but then only have one "magic" feeling spell (chain lightning). The voice lines are great.

Developer(+1)

thanks for playing, i appreciate the feedback! You're right that it is strange, there is a reason he is shunned by the mage's guild.

Submitted(+1)

Finally a wizard game where you can cast some real spells.  Maybe one day I'll even cast something other than the shotgun spell.

It's really nice that you can play it in any sort of window size, I played it mostly on one half of the screen because I'm ADHD brained.

Telefragging really needs some gibs.

I actually really enjoyed the enemies AI.

Camera panning should be a bit smoother, snappier. Feels like its on a swivel arm struggling to keep up.

I had max corpses and blood on but it started to run poorly after a while, changing it while in game unfortunately doesn't apply the change directly.

I don't like the background in level 3, too bright and too much contrast. Got some eye strain after finishing it. 

Being able to change crosshair color (maybe size too) would be nice, it got kind of lost sometimes - especially on level 3.

No way to see highscore in the menu?


Developer (1 edit)

Thanks for playing! Agreed on the gibs, and im glad you enjoyed the AI. The change should apply in game if you hit apply in the setting menu but i may have broke something, ill look into it. 

Visual clarity/heirarchy and not searing peoples eyes with too many contrasting assets in general is something I need to work on as an art-let. 

I appreciate the feedback my friend.

Developer

whats new since last time:

  • 2 new lil levels
  • replaced various placeholder assets with REAL mspaint assets
  • controller support + aim assist (only in the downloadable version)
    • im looking for help testing this, especially if you have an off-brand controller
  • replaced a bunch of proprietary sound effects with me screaming into the mic
  • various small UI updates
  • some rebalancing

if you can unlock the 4th level you are a warpath juggernaut.