Play thingy
{STATIC}'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #2 | 3.933 | 3.933 |
| Gameplay | #3 | 3.917 | 3.917 |
| Overall Good | #4 | 3.917 | 3.917 |
| Graphics | #4 | 4.167 | 4.167 |
| Sound | #6 | 3.917 | 3.917 |
| Overall Bad | #18 | 3.750 | 3.750 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have implemented the modifier, how have you done so?
The game mixes in puzzle and horror (debatable )elements.
Any additional information for voters?
If you actually want to experience the whole game has to offer, I suggest you unlock both the Good ending and Bad Ending (latter being easier). Good ending can be unlocked by solving all minigames in-between arena levels, which act as riddles in a way (Leads can be found on the game's page). A playthrough takes roughly 12 minutes and has no checkpoints. This was finished in about 8 days, averaging at about 10-12 hours of work per day.
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Comments
Wow! This was pretty amazing!
Didn't really know what to expect going in - The gunplay, visuals and sound are actually super polished and feel like a really high-quality experience!
The horror/puzzle sections are such a contrast and were pretty funny (though I had to use the hints 🙈)
I think my main complaint is difficulty: I did manage to get to the end because I really wanted to see it, but it took me way more tries than I would have liked. I think I have a (maybe somewhat controversial) mantra that jam games should never be difficult, because most developers want people to play their games to the end, and most players are trying to get through 62 games in 2 weeks. It's a really difficult balance to get right but I think this one definitely verges on the hard side: especially given the permadeath, and the expectation of multiple playthroughs for both endings (I haven't tried the bad ending yet but will probably try for it after the jam!)
I also found that health boxes were few and far between, and that they worked somewhat inconsistently? My tactic at the end was basically just to be blown off the map and then stay still, which was the only way I managed to get to the end 😄 (work smarter not harder)
Anyway though, this was still a crazy experience! Was pretty jaw-dropped by the final boss! Well done!
Thanks for the feedback, I'm glad you enjoyed my game!
So every once in a while your character just randomly combusts and loses a huge chunk of their hp because there's one enemy that looks identical to the others but spawn bombs at the player's position that gets triggered by the player's attacks, usually instantly because the player is attacking constantly?
Honestly it's kinda funni in the first 13 minutes, but it gets annoying fast when you are trying to win
Which is why I ended up just cheesed the game by staying out of the arena on the higher ledge (and still fail because this cheese doesn't exist in the boss stage -_-
This is a pretty good game, with plenty of style (and clearly very well put-together), bogged down by a few rather unfun design choices which do sour the experience somewhat.
So, the negatives. The random visual effects every Random Time Interval were amusing at first, but after getting effectively blinded by the blurry screen filter (especially when combined with the other filters) for the umpteenth time (making it nigh impossible to actually see what I’m doing and play the game without dying), they did start to overstay their welcome. Additionally, there seemed to be no rhyme or reason to when weapons were given, when the game abruptly chose to speed up, when the game decided to take away my ability to see, or when it suddenly decided that I should be dropping bombs everywhere. All of these random elements just kinda soured the experience for me, because it just felt like there wasn’t much point in trying when I’d just get screwed over by random spikes of arbitrary difficulty.
That, and the main gameplay loop felt like an extended period of ‘doing generic arena stuff whilst waiting for things to happen (with no way for the player to make the thing happen any sooner)’, which also makes me less keen to replay the game (as I’d need to sit through the slog of random artificial difficulty spikes).
Still, if it wasn’t for those sources of frustration, I’d be singing the praises of this game. It’s clearly had a lot of time and effort put into it, and is on the verge of greatness - but, ultimately, it’s just not really for me.
I think this is completely valid - In truth, there was barely any testing done prior to the submission (outside of my own of course). The game is based on a concept of randomized chaos, which definitely is a niche one when made into a game, but I can see that I went way too far in some parts. I released a patch last night to make the game more Target score focused and shorter and to reduce the visual effects. Eitherway, thanks for the feedback!
This is wild.
It's an incredibly intense first-person shooter. Honestly, I had no idea what was going on half the time, it's extremely hectic and fast paced, but it's genuinely pretty satisfying to jet around, unload some firepower and watch the carnage. There's no time to figure out what the specials do or where those bombs are coming from. Some variations are definitely more fun than others, but I think the only truly bad one is the one that lags horribly (whether it's real or artificial, the end result is the same).
The whole thing oozes style, too. From the first logo hit through the gameplay and the interludes, it's got a bold, brilliant visual identity. The photosensitivity warning is no joke, and the visual loudness may be too much for some- I can handle it in short bursts only- but it has a very distinct look and goes all in on it. The audio isn't quite as standout, but still very good, and meshes well with the rest.
It's not exactly what I'd expect when I think of SBIG Jam, but I think it does hit the right notes.
From the screenshots and the description it sounds like there's more to this game than initially appears, but I'll probably never see it. Realistically, there's no way I'm going to get one ending, let alone both endings. Each round is pretty long and insanely intense, I played three or four before dying but by the last one I'd already decided I was going to stop after finishing that one if I hadn't gotten game over. The minigames are pretty obtuse, maybe if I was more genre-savvy I could solve them, but I don't have the time or energy to trial-and-error my way through them.
I think that's the one major flaw with this game: it asks a lot of the player. It requires the player to be decent enough at shooters to pass the levels, to know enough or have enough patience to figure out the minigames, and to have enough endurance to charge through visually harsh and extremely hectic gameplay multiple times. I personally feel that's way too much for a jam like this that isn't genre-specialized, has a wide variety of participants, and 62 entries for a two-week rating period.
If nothing else, this is crazy impressive for eight days, even at that crunchy pace. From a technical and visual standpoint, it's probably the most impressive game in this jam I've played so far (although a few others are pretty high-effort as well).
I absolutely understand that the game takes too much time and energy and that it's absolutely not for everyone. I actually tried to make the game easier but with such crunch pace comes the fact that barely any testing has been done outside of my own and well, let's say I have a niche interest in difficult games 😅. Now that I think about it, I should release a patch that adds leads to the minigame solutions and generally makes the game easier
Eitherway, thanks for your detailed feedback! You managed to play more than halfway through the game which in itself is impressive given your tolerances!
WOW what a shooter!
This was seriously impressive, the variety of weapons, enemies, visuals effects was staggering!
SPOILERS BELOW
The sections between combat were neat, the FAITH-like robo voice combined with the hilarious hiding spots and t-posing menace were great! I sadly only got the bad ending, I'm guessing the good ending requires knowing that code (which I'm guessing in hindsight is probably just "hide"?).
The boss fight was very impressive with its multiple attack types, though I admit I maanged to cheese it because it was fixated on a ghost ally I spawned with the katana special ability. Oh and btw the special bility variety is AWESOME! I actually wanted to try implementing abilities in my game like slow-motion, speed boost, etc. but these were much more exciting.
The screen effects I thought were interesting but definitely warranted that visual sensitivies warning at the start.
The only real complaints I have about the gameplay is that I thought the gun reloads took a little too long, and are especially hard to aim with certain visual effects, so I kinda had to lean on circle-strafing and the ally ability from the Katana. And also I found having to repeatedly click with the melee weapons made sense, but also got too close to clicker-type gameplay for me which gets tiring on the hand lol.
But back to the positives, the audio was great, the visuals were great, everything felt very juicy. Excellent work!
Thanks for actually playing the game through and finding the boss fight cheese!
Spoiler alert here:
The good ending conditions normally require a lot of tinkering with the scenarios' environments, but I understand that they're WAY too difficult to figure out for a normal joe. So here's the guideline:
-The hide and seek is solved by being never found - Which can be done by going out of bounds. In the first one there's a section to the right from the start where you fall through the floor, in the second one, you just go past the rooms until you teleport beneath the map.
-The bus scene can be solved by finding a gun under a seat and using it on the driver. He will stop the bus and therefore, you'll get out
-Finally, once you have all that done in a single run, you can find the correct code on a wall in a room on the starting hallway. Once that code is entered, you'll be sent into the same boss fight, but with a twist
who let this god join the jam
I don't think I am capable of articulating how I feel about this game beyond "melatonin overdose dream after hitting your head on a lead pipe while high."
Best comment I've seen this year 💯
this happened to a guy i knew once