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GASS - Become Assassin's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #268 | 3.438 | 3.438 |
| Overall | #450 | 3.219 | 3.219 |
| Creativity | #459 | 3.281 | 3.281 |
| Presentation | #587 | 2.938 | 2.938 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Preferred Name
Sir Quackz
Newbie?
Newbie
Yes - I'm new to game jams!
How does your game fit the theme?
You play as a rookie assassin, just getting started on learning to become a vigilante.
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Comments
The gameplay of this game is nice with the progressive difficulties. The mechanics around stealth is cool and interesting. I am a big visual guy . So my complaint would be the background being very low Res or Mixelation which kinda kills the vibe for me.
The game is reallly fun!! I love the shuriken mechanic especially. The game has an interesting curve to it. at the beginning you feel like you can just run around, no need for stealth, then it gets a little harder and you have to wait for people to look away, use smokes etc, but by the end, it was really cool to be able to time the shuriken perfectly that i could run forward and get a bunch of stealth kills reallly quickly.
my one gripe about the game is to do with the final boss? it feels rushed. the whole game we're learning all of these skills, but then at the very end it culminated to just.... wacking this dude until he keels over. but other than that!!! great game!!!!!
The final boss was definitely rushed. I didn't have much time left, so that was all I could do. Thanks for playing!
As a first game jam entry you made an amazing job, loved the mechanics of the game and the abilities of the assassin like shuriken and smoke bomb the wall jump too really well made also the enemy ai seems really good and fair the art and sound effects were nice too but i have some suggestions to make the game even better first add parallax instead of a singular image background secondly the input choice is kind of weird for the jump in most cases the best button would be the space bar because is more commonly used third would be removing the npc at the start of the level when the player already talked and heard them because it can become pretty annoying overtime, but overall really nice job.
Thanks! Not many people know this, but you can easily skip through the NPC's dialogue by holding right click and spamming left click. Also, I tried to add parallax, but I could only get a background image off the internet so I didn't have much to work with. Thanks alot for playing my game!
As a fellow newbie, congratulation on finishing your first game! 🎉
But this game definitely needs more time in the oven, the wall jumps didn't feel great or responsive, I'd suggest tweaking it a bit, the art with the background just seem uncanny due to the inconsistency compared to the rest of the game, there is not much of a cohesive art direction, would also appreciate it if you allow ppl to skip dialogue or at least finish the sentence faster, cause it is quite slow for my eyes.
I have a lot more to say but I think the rest of the comments have already expressed my concerns, keep it up and I hope to see some updates!
You can make dialogue faster by holding left click, or by right clicking which skips the animation entirely. Thanks for the feedback!
It looks to be fun, but the wall jump made it really difficult to pass some stages, there were a lot of times I couldn't actually get it to work properly. The stealth mechanic is really interesting. Great job and congratulations on finishing your first game jam!
This was pretty good! Liked the stealth aspect of it, and that not being stealthy can actually punish you quite harshly, keep going!
Great game! The level design is very nice and the slow down will charging the attack is really cool!
The jump button being so close to the move buttons and on my left hand made it hard for me to wall-jump accurately and it was more luck-based wether I hit the jump or not, my coordination is crap.
But the game is fun despite that.
The gameplay is so fun! I had a blast trying to complete the level as fast as possible while avoiding detection. The level design is excellent, it complements the stealth mechanics really well, with plenty of places to hide and take cover. The weapons, especially the shuriken, made me feel like a ninja.
Movement feels good overall, but I found the wall jump a bit tricky to pull off. I also really liked the brief grace period where you can still perform an assassination even after being detected, a nice touch!
That said, I’m still a bit unclear on how the detection system works. There were moments where I was sure I was out of sight, even behind a wall, yet the enemies still spotted me.
As for the boss, it didn’t quite fit the rest of the gameplay in my opinion. The fight mostly boiled down to hiding during attacks and striking when it stops, it felt a bit out of sync with the stealth focus of the game.
Still, I really enjoyed playing this. Amazing work for a first game jam entry! Praying this gets polished and published, I crave for 2D stealth based games
Thanks for the feedback! The enemies have a meter above their head that accumulates when you are near them (crouching reduces the rate of this happening), and when it gets full they aggro.
Very fun! The tools at your disposal are great, for the most part the controls are very fluid and responsive and the gameplay itself is awesome. Reminds me of Katana Zero, which I love dearly. Invincibility frames could have helped make some attacks, especially the boss's minigun, feel a bit less unfair and punishing. Otherwise a really, really cool submission!!
Thank you! Your game is great too!
w game jumping is a lil buggy but otherwise next lvl
I was playing this again and I just can't believe how good it is, thanks for such an amazing game! If I made this as a first game I would be so darned happy!
Super fun, but wall jumping is a pain. I noticed that there is a little pull yourself up mechanic while wall jumping at the top but it felt really inconsistent and not communicated well so it left me all like "Why ma wall jump actin' weird at da top?" Also, maybe a little nitpicky, but having a non-stealth based boss fight at the end of a mostly stealth based game is a little jarring. But over all I loved it, very impressive for a newbie. If you want to add more later, might I suggest either a wall cling to stay in place while holding into a wall or a ledge hang to better indicate the get up mechanic. I think either of those are both assassin-esc and would address some issues with wall jumping. Either way, really fun, good job.
The game idea is really cool, but getting through the jumping sections is very tough because you dont automatically orient the character to the wall you jumped to, so you need a rapid succession of moving closer to each wall after each jump and it gets extremely hard after you need 3-4 jumps to get to where you need. Also would like to note that the slashing and enemy noticing you sounds were a bit too high pitched and loud, it could be neutralized by adding more game background musing or reducing their pitch. Great game for starters, keep it up!
The wall jumping is a bit hinkey but it looks interesting. It could use some tighter level design. A solid foundation for a potentially good game.
Alright, here's my feedback!
I really like how the jump feels! The gravity is well handled and it doesn't feel floaty nor bricky, which is a frequent issue in beginner platformers. And although I think the jump could be improved with a coyote time, I also get that it's a difficult mechanic to implement especially in such a short timeframe and double especially as a first game jam game, also a risk cost if you don't know how to implement it which usually spawns in some glitches, so I'm glad you spent the time elsewhere.
The wall jumping needs some getting used to and is more difficult in the beginning tutorial areas than in the actual stealth sections of the game, mainly due to a level design issue I'll get to. But for now I'd like to say that it doesn't do the game a service to have the tutorial be a platforming difficulty spike when the core gameplay loop is centered around stealth. It could make some players that dislike difficult platformers feel frustrated and miss out on the biggest strength of the game, which is a shame, because the stealth is super fun!
The game has no AZERTY keyboard support which is a shame. I know to change my keyboard language settings to fix this issue, but not every AZERTY player knows this trick, and it doesn't even work on every game engine. I don't know how input handling works in GameMaker, nor do I know if changing keybinds is easy to implement, so I can't really blame you for this either, especially since this fix would've required more time which you had in short supply, and if this is your first game or first time runnning into this issue I can understand the oversight.
Early on in the platforming level, there is a rather tricky wall jump (with a staircase below it) made unintuitive by the character bonking their head on the platform above when jumping off. Since there is no coyote time, it's even more difficult to time that jump right, and I feel like this could've been fixed by simply adding one more tile to the staircase and moving the wall the player must jump on a bit further back– or even not at all since the player is still getting used to the mechanics there.
In this same area, the player must jump on a very small platform and slides off it, it would've been more accessible to newer players if that platform was wider, or if the intent was to force a wall jump in this section then the platform should go even higher to prevent the player from ever reaching the top with a single jump. If they don't jump too early and bonk their head on the block above, the player often instead slides down the staircase when winding up to make that jump, which adds to the frustration in this specific area and makes it a bit unfair to newer players.
In your future games, I'd recommend you do more external playtesting, since you would've been able to catch those issues much earlier on and fix the easy ones or accommodate the level design to go around those issues. I don't know if that's what's went on, but it reminds me of times I playtested my own projects so much that it became trivially easy for me, and when confronted to external playtesting I was hesitant to make it easier because I worried it would become boring or too easy. Ironically, it is much harder to make an easy level than it is to make a difficult one, especially if it's a tutorial level or a first level which needs to teach or reinforce mechanics. But I still find your Level Design to be encouraging! Keep it up, and do more playtesting to catch any issues early on! In my experience, playtesting has also helped me be more okay with failing, and changing mechanics that don't work even if I'm attached to them, it taught me to "kill my darlings" as they say, or patch bugs which I knew were there but got used to working around, this can only improve your games!
The assassination mechanic feels really good! The sound effect is really well chosen and the feedbacks are great! You can easily understand how your hitbox looks like thanks to the smear effect. I also really like the shuriken and think it's a great idea to limit its use when on full health, incentivising players to take risks by preventing them from spamming an easy solution is really smart, and keeps the intended stealth user experience intact! Great work on the stealth sections!
This is a great review! I agree that the walljump tutorial is iffy but I'm glad you enjoyed the main mechanics of the game!
Glad to help out^^ Keep it up!!
i like the concept, this has potential to become some really tightly designed platformer. some design techniques could be implemented to make the game better too, like coyote time or buffered input. I'd love to see the ability to set the jump button to a different key (since the controls took me a while to get used to). overall a great entry for your first gamejam! well done!
Loved the concept. It's a nice game play. The wall jump was a little tricky for me, but didn't take away the fun. Nice gem! The final boss art was really funny
Edit: I finished the game. It was really FUN!!! One little thing, near the end, I got stuck into a wall, but then I "jump" out of it.
I knew that bug existed but it was so rare I didn't even bother to fix it haha
This was a cool game, I liked the premise and the overall platform movement. The textboxes were cool and the tutorial was implemented well. Also, the game over screen reminded me of Dark Souls, which was fun to see. Nice job!
I like the suspicion mechanic a lot, its very unforgiving but I think it fits pretty well. I definitely think that the platforming needs a little bit of work but I like where it is already. Great job!