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A jam submission

Grass ShootsView game page

A FPS-meet-2048 where you can grab or shoot shapes. Gets chaotic real quick.
Submitted by Azq2337 (@Azq2337) — 1 day, 19 hours before the deadline
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Grass Shoots's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#283.1503.150
Game Design#292.9002.900
Overall#332.7882.788
Audio#362.5002.500
Visuals#452.6002.600

Ranked from 20 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)

The second mode is very whimsical hehe Managed to beat the first mode in 80 sec after some trial and error :)

Submitted(+1)

I liked this :) I found the "weight" of objects to be nice and satisfying and honestly just loved shoving myself against the shapes. Sorry to echo what others have said but I also saw the ~400/800 and thought i was doing something. When the You Win screen came I was startled, haha! There was some performance issues on my end but there are also very many objects here (on purpose) so I understand. :) I found the bg song very chill and fitting for this world but am minorly disappointed by the same shoot sound every time. I recommend having the shoot sound change (even minorly) in pitch or tone to add variety. Great work :D

Developer

Glad you liked it.
I apologize that the how-to-play is unclear and visual cues are misleading.
The "performance issue" is consistent across all devices, because it is not actually performance issue. Instead, it is a race condition bug when entities spawn, interact and despawn. I will be honest I was not able to fix it due to "Skill Issue".
Shoot sound is bad I know... In fact I was totally lazy in terms of assets for this game. I do intend to develop a indie game that is not for game jams, so by then I will be more serious about finding quality gun sounds among others.

Submitted(+1)

It's fine, though as other replies say, the rules may not be very obvious. In mode 1 I am unsure how I won, since I always saw ~400/800 objects in the world. It seems in retrospect it's the size of thing I'm merging that determines the win state. Mode 2 was pretty much impossible to beat (as promised?).

Anyway, it works, has good on-screen assistance, is responsive aside from some slowdown during the initial spawning phase. Not bad for vibe coding!

Developer (1 edit) (+1)

Thanks. Very detailed inspection from your side.
I agree that rules and interfaces were not so well thought out in retrospect.
400/800 is because of "stable mode"(a mode intended for WASM due to performance, otherwise it should be able to grow to 800 when building from source.
The performance issue is something that had troubled me during the development, but alas my basic skill in Rust is not good enough to resolve it, so instead I reduced the amount of objects in the world - which made the game less stuttering but yeah this is not the right way to do it (optimize).
I am ashamed by heavily using vibe coding, because I saw in Discord many veterans were not happy about this and the jam rule kinda disallow it. Out of respect to others and myself I should definitely hone real Rust and Bevy skill from after this jam.

Submitted(+1)

No worries -- we all have to start somewhere and the organizers recommended publishing wasm builds, after all. I think that platform currently is best for more minimal games. "Just Let Me Sleep", for example, basically crawls after level 1 in the browser, but rockcen just put up native builds to resolve that issue. 

Submitted(+1)

My best score was 20s, and that’s with 10s of lag at the start :) Survival I managed 32s :D

Submitted(+1)

Cute game, remind me in a way Slime Ranger, i didn't understood what was the goal in the first mode (make it one ?)
But surviving was fun :D

Developer(+1)

You are right about Slime Ranger, it definitely plays a subconscious part in the design of this game.
About tutorial, I should have added more text in the start menu. Part of me thought that writing in description is good enough but apparently most players expect everything to be explained in game, which is natural and something I should keep in mind in the future.

Submitted(+1)

Very chill game, I like it.

Submitted(+1)

This game is very satisfying. the audio was pretty nice and it felt pretty cohesive all together. that being said, the only thing (and maybe this was just me) is that I was a little confused on the point of the game at first. I ended up figuring out that the merge to win is a more relaxed game mode, but at first I was not sure if I was supposed to destroy the object or merge them. However, it was very satisfying and I had a lot of fun. Great job!

Developer

Thanks for the compliment and feedback.
I now realize that the win condition is confusing for new players. It was a design oversight, somewhat due to me making and testing as sole developer. I will make sure to get more people to test before releasing in the future.
The gameplay is still rough tbh, but I'm moving on from this since jam time is over. 
Audio-wise I felt unearned because they are royalty free music I found online. Maybe I should display this information more explicitly.

Submitted(+1)

i adored the visuals and the ambiance of the game. also the sound effects are pretty cool but the shooting sound is too repetitive so it becomes kinda annoying to hear it all the time. i also loved the physics and the movements of the game. you can really feel like you're in a kind of a dream, that's pretty cool ! you did a great job, thanks and congrats :D

Developer(+1)

Wow that's a high praise for this experimental game. Thanks a lot!
The shooting sound is because of my laziness - I didn't bother to find shooting sound assets so I chose a random impact sound. Admittedly it is very fatiguing to listen to, especially in high frequency.

Submitted(+1)

Fun entry! I played "Merge to win" for like 30 minutes and it was very relaxing for my brain. I always loved physics interactions in video games, and I think it encapsulates what's so fun about it. Those "pop" sound effects are just cherry on top. Survival mode is fun as well, it's amazing to see how funky physics behave with those attractions, but I'd recommend making a barrier of some sorts, or a magnet to map's center, because they would just keep flying out of the distance, meaning I would never lose.

For the "Merge to win" mode, my only complain is that some colors are kind of hard to distinguish - purple and pink are very similar to each other. I'd recommend messing around with different patterns or something. I see you've started on this variety by making some materials unlit, but I think more variation would be appreciated so types of cubes can be easily recognized, especially those at low levels.

Developer

Glad you enjoyed it!
Yeah, the physics based game mechanism has this automatic fun factor to it. It kinda just works. 
The barrier you mention is a nice advice, but you see  - those shapes are out of control man, sometimes they take to the sky 😂
Anyways, this is a very roughly-made game. I made it simple so that I can look back at my Git commits to re-study how they were made. It was vibe-coded, but I don't intend to vibe code too much if I am serious about using Bevy more in the future.
---
Just checked out your game and channel, and I'm a instant fan!

Submitted(+1)

Interesting idea and a funny setup! It’s satisfying to yeet the shapes into each other.

It might be cool to use the shapes as level instead of the colors, like two cubes would make a larger sphere, two spheres would make a larger cylinder and so on.

Developer (1 edit)

Thanks for the feedback! Yeah, the shape size difference is a bummer.
Originally I plan to have the shapes be replaced by voxel animal models but in the end I didn't quite get the 3D models to work and performance tanked.
Definitely more to learn and improve after this jam.