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A jam submission

PHOTOSYNTHView game page

Fast and floaty neon arena shooter where sound waveforms are your weapons and the levels pulse to the music.
Submitted by OozyGoozy — 2 hours, 37 minutes before the deadline
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PHOTOSYNTH's itch.io page

Results

CriteriaRankScore*Raw Score
Theme interpretation#943.5584.500
Graphics#1003.4794.400
Innovation#1513.0043.800
Overall#1743.0043.800
Gameplay#2122.6883.400
Audio#2272.7673.500

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

GitHub repository URL
https://github.com/Zachypoo541/OGS_GameOff2025

Game description
Fast and floaty neon arena shooter where sound waveforms are your weapons.

Theme interpretation
We wanted to create a world that blurs the lines between light and sound waves.
The shader applied to the levels pulses with the music we've created, and combat is handled through colored sound waveform attacks as if you're experiencing synethesia.

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Comments

Submitted

Great first impression! The character movement is super smooth and the hand animation is fantastic. I especially loved how the world moves and syncs with the music—it creates such a nice atmosphere. It's really impressive that you pulled this off in just one month. The vibe and theme interpretation are legendary. Congrats!

Submitted

Oh man, I’m a sucker for an impressive shader. Well done, this game looks crazy hectic, but in a good way. I liked the music, though I would have preferred something darker / dubbier to go with the combat.

Most impressive to me was how clean the platforming felt. I felt like you’ve put an inordinate amount of time into making the character control feel great.

Great submission with a great vibe and style. Well done!

Submitted

The visual presentation for this game is really fantastic!  Everything being outlined by chromatic aberration is a really cool choice, and I love how everything shakes and colors only fill in when you're nearby.   I feel like there's a lot of depth already when it comes to how you use your abilities.  I really liked how the settings menu tilted back and forth as well.

If you continue working on this game, I think the biggest thing that will help it is adding sound effects.  Sound effects is the biggest bang for your buck you can get when it comes to game feel.  A really satisfying sound effect when parrying an attack will improve the feel so much.  I really love the art style for this game, but I think some tweaks need to be made to improve clarity.  I had a hard time seeing the enemies and especially their attacks so blocking was really tough. 

You've got a killer base here, just need to juice it up and you got something great.  Awesome job!

Submitted

I have no idea how I'm supposed to fight with the 'hill' red enemy. I tried going in close, no interaction, hitting it with a weapon seems to do nothing, and he hits me even if I can see its ray is quite a bit away from me.

I love the style, great shading!!! I was amazed by the hand. Did you make it from a recording and used the shader on it? just wondering...


Critical bug (I suppose) when away, the enemies stop moving and attacking, but can be hit (the player has infinite range), making camping away the easiest and best strategy

Submitted (1 edit)

Super cool, the visuals are phenomenal! Gameplay is solid, I see what you were going for and you did a good job capturing it in a jam period :)

First and foremost, the visuals are fantastic- some of my favourite in this jam and will be hanging in my head for a while to come. In particular I'm really impressed by the outline and 3D chromatic abberation shaders, I'd love to hear more about the creation process of those- I've already had a look in the repo and they're very very cool! The shaders plus the rotoscoped hand has a very specific visual style that I haven't seen before, and this executes it extremely well for something made in this short a time. The pulsating to the music was cool as hell too, I paused to watch the environment a couple times because of it :)) I do think the wave projectiles themselves could use a bit of work to fit them in a little better, as right now they look a bit out of place- possibly making them 3D lines rather than 2D could help? Either way I don't really consider that much of a criticism given this is a jam game, after all!

The gameplay felt good, I liked the movement a lot! I did struggle to time the counters properly, some kind of explanation as to when the effective part of the counter happens would be helpful. I definitely picked up on the Ultrakill direction the game was leaning towards, and trying to scale that down to a jam is very ambitious- but this game does a good job of it! It felt like there wasn't much reason to constantly switch between all waveforms rather than just sticking with a couple (particularly green, the healing was almost a necessity), but I really appreciate the complexity of giving them individual counters and self-casts, that was a good way to add depth.

I had a hard time progressing through the game though I'm blaming that on a skill issue on my end. Though, there wasn't much of a reason to run headfirst at enemies rather than camping behind a wall and only popping out to shoot enemies once in a while- though I do notice that changed over time with the introduction of the red enemies. A bit of extra feedback on the player's attacks (and hits especially) to make shooting more enjoyable, and I would happily play this start to finish in a full version!

Overall, really loved the aesthetics of this one and the gameplay complemented nicely. Super excited to see where you guys take this game and its visuals :)))

Edit: I thought more about the wave projectiles, and I think my issue with them was that they used fades on the edges rather than flat lines, whereas the rest of the game was flat lines. I think giving the projectiles harsh edges would help them look a lot more in-place :))

(+1)

Very cool motion shooter with amazing potential. The concept of having different guns, counters and abilities is a great spin on the shooter genre in general, and I think the game has a great understanding of mechanics that make shooting and moving fun.

I LOVE that a lot of combos and strategies can be learned intuitively by the player, like learning that you can counter the red turrets with the red gun to easily avoid damage, or that you can combo the green guns ability to jump into green enemies and counter for a ton of health back, or that the yellow gun is particularly good at dealing with tanky blue enemies because of the damage increase with successive attacks.

Some sound and potentially particle effects would go a long way to making attacks feel more impactful and have more weight (both for you and the enemies). I think the gun sound effects could be turned up just a little, especially for the blue gun.

Also this is just a personal preference, but I wish the green power also let you double jump. I think making the powers stronger would help them stand out more but those are just my thoughts and I'll stop backseat deving now.

Overall I really like this game jam project and can totally see it being turned into a full experience, I think it has a great foundation for concepts that can be taken even further, if that's what you wish. 

Developer

Thank you for the feedback, so glad you had a great time! Definitely interested in building on this experience and fleshing out the mechanics a bit further <3

Submitted(+1)

Absolutely love the real hands in the animations, and the music is very good. I do wish enemies had a more clear sound effect or alert to tell you where they are, because sometimes while waiting for a wave to spawn I would have to spin frantically or else just take hits from enemies that had spawned in with no fanfare. Definitely a slam dunk though, really cool take on the idea!

Submitted(+1)

The visuals and music really stand out. The dithered highlights, the chromatic aberration, and the realistic hands in combination look really neat.

(+1)

love the music and the hand animations, so sick