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A jam submission

Stardust GunslingerView game page

Rescue the Persona Core in a cosmic shootout!
Submitted by Tech Daddy Digital (@TechDaddyKB), Dawnzlight, Ca0Ca0, TyrDrop, fate (@faetpng), Karmunism (@xkarmunism), Culturedcontentresearch — 4 hours, 53 minutes before the deadline
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Stardust Gunslinger's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#512.3223.200
Gameplay#572.2493.100
Graphics#602.3223.200
Overall#612.2313.075
NES Feel#642.0312.800

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

There's a lot to like, and a lot that feels off. I very much like the graphics of the tiles in the sidescrolling section, very pretty, and very different compared to the top-down. Up being jump is very awkward, A/B only seem to be doing stuff in the top-down.

I can appreciate the text appearing the way it does, but it jumps as it goes, which is unnecessary. The default font with AA feels rough. The VO and music is great, but definitely not what the NES can do. It's hard to hear what the big guys in the maze say, or why they're here, or why anyone's here, or who anyone is. A lot of tiny things that feel off, but still a lot to like.

Developer(+1)

I'll at least defend my side of the work on this. Yeah.... I kinda layered too many voice effects for the guys in the maze, it was supposed to mimic kinda how Mando's sound with their helmet on, and I missed the mark. In terms of music, aside from the boss. It was NES-compliant. For the music, we/I decided to go with a Konami-style cartridge with the VRC6 chip in it, which expands the palette of available music options. (It gives me another pulse wave, and a saw wave if I'm not mistaken). But otherwise, yeah... we know some things are off, and we're hoping to make an actual polished product.

Submitted(+1)

Does the VRC6 chip do voice synthesis as well?

Developer(+1)

Nope. I techincally didn't want voice lines. but I was gonna trying and dot as a pcm, or dpm sample, whatever the name is.

Developer(+1)

I agree that the story telling could be done way better and there was plans to actually do that but time constraints kinda killed that plan. We had to kinda rush the idea for the story because we wanted to have voice acting in it but the main VA that we wanted had something that would make them way too busy 3 days into the jam so we had to kinda just write all of the dialog out all at once and hope we can find a way to use it. We wanted to have some terminals that would help split all of that big text that popped up in the topdown section but sadly again due to time constraints and well the fact that the story was kinda the last on of our priorities we couldn't get to that part. We threw those "story bits" in there just so that the VA's efforts and well the writers didn't go in vain ya know. We plan on polishing the game after the Jam and hopefully we can actually flesh out the story more for you to see.

Submitted(+1)

I'll look forward to that.

Submitted(+1)

Great entry, cool graphics. Settings are not working great tho, also missed something that would tell me that I am going the right way or something.

Developer(+1)

Thank you for your feedback. Could you tell us what's wrong with the settings? We added the ability to customize in the options menu.

Submitted(+1)

I wasnt able to navigate through the menu without mouse and coulnd change keys

Developer

Yea, for some reason the menu does not like nav without the mouse. will be working on the fix once jam is done.

Developer(+1)

Settings you have to click to change the input. The arrows at the top down down section tell you where to go. As for the platforming, totally understandable

Submitted(+1)

"Route established"

I'm dumb, I spent a lot of time stuck in the first top down level because I thought the levers were only decoration because I pressed some keys which didn't trigger them, then at some point I checked the control menu, assigned the keys I wanted to A and B and then it flowed. In fact the top down sections actually don't waste your time so you can focus on the plateforming parts, the boss fight is cool too and is also exactly a NES kind of boss fight.

Both plateforming sections are just big and hard enough that they're satisfying to beat. I think I didn't love the wall jump because, I think, your character don't "stick" to the wall so you could perform the wall jump without pressing the arrow key in the direction of the wall, otherwise the controls felt good. 

All the environments are perfect NES, great looking ones. However although it look great too I thought the character might use too many colours.

Cool game!

Developer(+2)

Hello! Thank you for playing our game! I will also agree that the wall jump is a bit annoying like that, but on the other hand, I've seen a lot of games where it's like that. However, the caveat to a sticking wall jump is the fact that you slide down quicker in most games. It is great to hear that you enjoy the game and that it fulfilled your needs of entertainment as well as immersion. We look forward to hopefully polishing this game, however. So, potentially stay tuned!

Developer(+1)

Yea when I originally set the controls it was just to make things work but we got into a crunch towards the end and i didnt get around to tweaking that. we are def going to do some patches after a bit. as for coding this was my first ever project in godot with gdscript so i was learning on the fly and wanted the wall jump to work a little better but well a lot of things were in a make it work and refine later, some things got refined but time became a crunch. 

I appreciate the feedback greatly

Submitted(+1)

I played the Windows version!
I probably enjoyed the platforming the most, the movements and mechanics are solid-- I'd change jump from "up" however. There were a few too many "gotcha!" sections that almost felt too tight for comfort, and the lack of checkpoints made it frustrating when I'd barely miss a wall jump and have to start over. Running from the enemies in the top-down sections was also a bit stressful without a way to fight back until the gun was available.

However, I think you've got a solid concept for a game here, I love the story, love the characters, and the exploration aspect can be lots of fun!

Developer(+2)

Hello!  I know I've been saying this to everyone, but thank you for playing our game! I'm glad to hear that the platforming was to your liking, as it was the part that we were mainly working on the whole time poor tech.  In terms of the "gotcha" monuments, could you possibly tell me/us what you are referring to? I didn't feel the same way that you did when playing and testing the game. If you describe the area so that we can perhaps improve the level design, that would be wonderful!

Submitted(+1)

Of course! Always happy to elaborate (and I hope my words haven't come off rude, apologies if they have)

  • There was the first required wall-jump in the orange area, which had the single block over a pit that the player can hold on to for a bit under a second.  The timing is plenty to work with, but doesn't entirely feel fair for a first stage.
  • Soon after is the section with the floor springs directly under ceiling spikes-- this one got me because I'd fallen into it, moving too fast trying to avoid falling down a pit; if the springs were a different color from the floor I might've noticed it on the way down.
  • In the second area, I felt the starting wall-jump section seemed a bit tight, the spikes and grabbable-wall are quite close to each other. It's a really good obstacle! It just needs a little more grace present for the player to not have to perform without error.
  • A bit further in is the section that requires you to fall and time your movement to the right so you avoid spikes on the wall and the floor. Sections like this are cool too! Games like Mega Man and Shovel Knightdo little platform challenges similar to this all the time, but there's usually a bit more ground present to break the fall, or a secondary mechanic in play to ensure the player doesn't just have to be extremely precise (whether it's a double-jump, dash, potentially some kind of stage-mechanic).

Again, ultimately the platforming was enjoyable. I've done a number of platforming projects before in the past and I know they're no easy task, so you all should take pride in the extensive stages you've put forward; Tech's done a wonderful job.

Developer(+2)

Understood. I'll make sure that we take note of this and speak with our artist/level designer! Lastly, once again, thank you for your feedback!.

Developer(+1)

I greatly appreciate the feedback, a lot of things were left for refinement but time crunch. We are planning on going back in and refining things as well as addressing the control scheme. I can see us adding a few more levels to this over time and i have some ideas that I want to see if i can implement as this was my first godot project, and coming from a back end development background it was an adjustment accounting for things that have to move LOL ever since all my experience is data in data out. 

Submitted(+1)

You all definitely should! You've got a killer base put together, insane for a first jam and first godot project! It'd be really cool to see you guys come up with more!

Submitted(+1)

I tried android and windows version. The controller on windows would have been nice to have a separate jump button but the controls and platforming felt really good. It would have been nice to have a checkpoint on the levels though, they're especially hard on android. Very nice game overall. 

Developer(+2)

Thank you for your valuable feedback (seriously).  I don't disagree with you and in fact metioned it, but the top down level was late into development, so by the time we had a control scheme editor, we could really have changed how thing were done with out making changes that could possibly fuck up the whole game. But yes, our level designer Feat.png made the levels hard even for pc. But seriously, thank you for your feedback, and if we decide to polish the game afterwards, that is one of the things we have planned.

Submitted(+1)

no ms dos port 0/10 (jk)

Developer

ROFLMAO, I mean I did compile it for every system that does not require me to pay to do it (Thanks Apple), I was thinking I could make a dos port LOL