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PERIPHERAL's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #9 | 4.375 | 4.375 |
| Gameplay | #14 | 4.107 | 4.107 |
| Overall | #17 | 4.033 | 4.033 |
| Enjoyment | #43 | 4.054 | 4.054 |
| Audio | #127 | 3.661 | 3.661 |
| Theme | #130 | 3.964 | 3.964 |
| Visuals | #195 | 4.036 | 4.036 |
Ranked from 56 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Critique of nursing homes as strange places + well... strange places
What code and assets did you not make from scratch during the jam (if any)?
>Few ambientcg textures
>Reload sound effect
>Basic prototpye movement script
>VHS shader
How many people worked on the game?1
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Comments
Such a novel way of movement, I was instantly hooked once I got the combat down. Super fun and unique, would love to play an updated version of this! Also, I am so serious I need that soundtrack NOW I was bumping that level 3 song
Thank you so much :D
I was actually thinking about adding a download for the games "ost" on this page lol.
lmaoo no way, please do🙏
Cannot really add it to the downloads, might get disuqalified but here is the link
https://drive.google.com/file/d/1Nsw6wUbIyaoegwIAE93DulSiHsv7FXBj/view?usp=shari...
Enjoy :D (Also a bonus track ig)
You're a legend, tysm B)
First of all, you finished a game that looks great overall — and achieving that in just 7 days, especially for a solo developer is impressive. Great job!
Things I liked:
I think this is a very innovative concept with a lot of potential. I really liked the character controls and the idea of the protagonist being in a wheelchair — it feels fresh and unique.
The shooting feels very satisfying, both because of the sound design and the recoil animation when firing.
I also enjoyed the intro — it was funny and fits well with the game’s narrative tone.
Constructive Feedback:
I think the art style could be improved. I understand you were aiming to replicate the style of the first Doom, but I believe exploring a different visual style could enhance the game while still keeping its essence.
I would also suggest using each mouse button for a different type of shot, instead of always shooting with the left button and switching fire modes with the right button. It might feel more intuitive and dynamic.
Thank you so much :D
The right click shoot idea is actually one of the best if not the best advice I got so far, thank you so much!!
Art wise, what exactly do you think needs changing? I personally like the direction but don't think it's at its full potentional so could you let me know what kind of things are bringing the art down?
Thank you for the amazing feedback!
Regarding the art direction, this is just a personal preference. I don’t find the current style very appealing, and if I were you, I would consider trying something different.
I haven’t thought about it in depth, but one style that comes to mind — and that could work well with these mechanics — is something similar to Ape Out
Alright, fair enough :D
Thank you for the feedback <3
10/10 , the content is crazy for a solo dev , gun projection with wheel chair is fun and I feel really handicapped when I play this game . Also little thing but getting out of the elevator is horrible and the timing is a little bit fast , and it's difficult to look around , everytime I try to check , I get shoot the heck out . But in resume , incredible !
Thank you so much :D
Do you think that the difficulty maneuvering in combat is more of an difficulty thing or unfair game design thing ?
Also I left the difficulty getting into an elevator and doorframws intentionally as a funny gag but it seems that it is just annoying lol :P
Maybe unfair but don't worry it's fine :)
Thank you for the feedback!
Nice side effect! I am even wondering if the avatar cannot move, just fully utilising the recoil
Thank you for playing :D
Something I love: I Love the scroll mechanic to move! Super immersive with the character design! I also love the compensation line, hits deep. I love how you have the backwards shooting to boost you forward, very creative! I love your mechanic design and art!
Things that frustrated me: Honestly that first encounter was brutal, I think that should have been maybe a 2nd or third one. (But it could honestly be that I'm just bad LOL). Also, the old school texture is a little harsh, just dialed back a little would go a long way imo!
Overall: I really like your game!! Super creative and unique! Keep up the great work!!!
Thank you for playing and for feedback :D
review is gonna be a little brutal because you asked for it lmao but i want you to know that i really loved the game and instantly thought it was very impressive. thank you for giving me the change to play, and well done on making it in such a short time!
LOVED the intro and the text presented there and was insanely hyped when the game loaded in and i got to see the amazing visuals! i was instantly reminded of doom ;) the recoil from the gun was a really fun and creative touch. i also really appreciated the thought that went into the tutorial: how short it was, how it didn't pause the game, how it let you figure out what you needed to do, how it only progressed when you did the thing you were asked to do. like those 5 seconds were enough to get the controls across to the player in a really fun and intuitive way, and i really appreciated that!
i liked the player controller system, but i did feel like it needed a lot more tweaking. for one, the movement with the scroll wheel was too slow, and turning around was WAYYY too difficult for a game with a combat focus where aiming was crucial.
coupled with the difficult movement and unusual control scheme, the game gets too difficult way too quickly. i couldn't get through the level directly after the elevator for that reason (along with others); it's fun to shoot enemies, but it's not fun to shoot 5 all at once when A) the only enemy you had encountered before was one that didn't move or shoot, so didn't give you the practice to deal with 5 at the same time. B) you couldn't adequately turn around in time. C) you instantly felt crazy when the difficulty spiked so quickly lmao.
going back to the start of the game, the little doorway that you need to get through as soon as the game starts was a little too tiny for the wheelchair to fit in comfortably, even when using the scroll wheel for more fine tuned control. this issue can also be applied to how thin the gap between the elevator ramp and the wall was when backtracking after falling, and how tiny the elevator entrance was, and how small the ledge of the elevator was.
the elevator ramp itself was a really cool idea, but introduced too early in the game because of how much control you need to have the wheelchair placed correctly, then appropriately fire the gun in the right angle, then stick the landing, and then also manage to enter the elevator doors.
combined with the previous problem of how annoying the backtracking was, the entire thing slowed down the momentum of the action, and took a little of the excitement away as you were left trying to battle against the controls.
i think the main issue here is the sudden difficulty spike. after that, the second biggest thing is that you feel like the game is working against you with the first obstacle being a direct test of "how well do you know these controls" and "how well can you navigate these tight spaces". if these problems are fixed, i definitely feel like this could be a much less frustrating experience!
again - well done, this was quite a special game and definitely one to remember.
Wowsie! Thank you for the long feedback :D
I think both our games had the same mistake of the dev understanding a system that the player doesn't immediately. Playtesting is important and I neglected that part.
Getting stuck ina doorway was an intentional bug lmfao, I imagine people im wheelchairs have a hard time going trough doors, but I can also imagine it just being annoying in a game
Lovely review, thank you for playing!
Talk about a trip, neat and creative control system. The visuals were pretty harsh on the eyes, but enjoyable none the less. Obey kitty. Great job to the dev on this!
Thank you for playing :D
I appreciate it when people are a bit more specific in their criticism, what exactly did you find to be harsh on the eyes?
Wow I love the style. Reminds me of Cruelty Squad. Pretty dark theme lol. Controls were also very unique, and mouse scroll, though hard, was perfect for a wheelchair. Really cool submission and very creative! Gameplay was pretty hard for me, and it took me a while to figure out the jump to the elevator. Big fan of this though, great job!
Thank you for playing :D
Yeah alot of people seemd to have struggled with the elevator part lol, deffinetly way too complicated for the first obstacle.
I also fw cruelty squad so I am very glad
Interesting experience, you are very talented!
Thank you very much for playing and the nice comment :D
Haha crazy game with crazy controls, I love it
Lots of fun blasting my way around before I realised scroll wheel is a more controlled movement haha. Very enjoyable and very unique! Got big vibes of cruelty squad, also getting in the elevator after all the action to hear the music is fantastic! One solo dev to another, great job!
Thank you for playing :D
I fw cruelty squad heavy !
That was insanely trippy! Great take on the controls. Love it.
Thank you for playing :D
Very fun and original game. The controller is in some part insanely fun when you manage to use the gun for momentum. Rotating to face enemies can be tough tho.
Thank you so much :D
I tinkered with the movement and enemy AI to try to get that fine balance between going super fast and tactically positioning yourself so you don't get blind sided but eh... did not really reach that sadly :/
I think it was a very hard controller to build. You ned to balance the potential for speed the weird but fun controls (mouse wheel for movement) and the precision and turn rate for aiming. I think you still did a wonderful job in the time we had. Congrats again you have one of the most original and daring game in the jam!!
WHAT A GOOD GAME!
Wolfenstein 3D vives but being in a wheelchail and moving with gunshots, incredible idea
I have to follow the cat words, he rules
Very good job!!!
Cat is happy
Thank you for playing!
This game was a mind trip but a lot of fun.
This one really had me hooked. I was stuck at first trying to move myself using the gun but I quickly got used to it. Unique concept too. Well done!
Thank you for playing :D
Ok, this one is special, fucked up, but in a good way. My main and only critique - I was not able to get on the ramp. Spent good 5-10 minutes trying and stopped there. Just place it at the end of the corridor, there is absolutely no need to complicate it this way.
Well it is made so you shoot and use recoil to get up the ramp jump, if you did it with the scroll wheel alone, good job you have fingers of steel lol
Thank you for playing!
Wow, thanks for the tip, I’m surely dumb not to figure that out, have to try it one more time with this knowledge:)
So original and so fun to play !! I found it a bit hard but still laughed a lot playing.
Damn the concept is so original. Was so fun to play ! Great work!
I liked the game alot! Though I must say I struggled alot with the controls and was constantly getting disorented, though I'm certain that was simply a skill issue. I do like the idea of the movement, especialy with using the scroll wheel for the movement. Though I must say, the recoil is a bit intence for how slow you normaly move, it does feel like shooting is the best form of movement.
Thank you for playing :D
A big problem with this idea is that no one has the same scroll wheel so I should have deffinetly made a scrollwheel calibration or speed setting, I have a pretty good scrollwheel :p
Anything specific on why you were disoriented?
Its mainly due to the fact I struggled to turn around when something shot/stabbed me from behind. if I remeber correctly, doesn't the camera abruptly turns when you slam your back into a wall? so might have added to it. I also think that the extream speed when shooting the rifle into sudden stop didn't help. And "constantly disorent" was the wrong way to put it, I didn't get disorented to often.
Ohhh, yeah that is deffinetly an issue, there is this tech where you can do a 180 turn if you are moving and move your mouse fast without scrolling, it is actually a bug in the code that is kind of just a feature now I guess lol.
Thank you for the good feedback!