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A jam submission

Godspeed GunslingerView game page

High Caliber Physics Platforming Action
Submitted by squid_lawyer (@squid_lawyer_vg) — 2 days, 8 hours before the deadline
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Godspeed Gunslinger's itch.io page

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Comments

Submitted(+1)

pretty neat, feels fast nd snappy, except for the axe kick, that feels very slow

alos i have no idea how to go fast  while wall jumping, other than that all felt p intuitive

Developer

thanks for playing and thanks for the feedback king. i made the axe kick a bit faster and bigger after feedback from this DD but i think ill keep it having a longer than expected startup since i like having to time it. 

Submitted(+1)

very nice I like the music a lot and it started getting pretty fun once I started getting used to it. I feel like the rocket launcher needs something more to make it worth using I feel like its just kind of a worse version of the shotgun though I guess the rocket jump is its thing,  maybe it would be cool if there was a weapon with limited ammo that let you blow up parts of the level to make your own path.

Developer (1 edit)

thanks for playing. I think you are right about the rocket launcher,  besides rocket jumping it is by far the least effective actual weapon (which will matter more when there are more enemies in the game). I like your idea about using it to blow up stuff, I'll have to play with that idea.

Thanks for the feedback!

Submitted(+1)

Overall thoughts

Even if full of placeholder art, i found everything great. i played it was a "game" and not as "let's review". I was fully in the game, so i didn't even remembered to alt tab out to take notes. i just played N+ with shotguns on XBLA  

I could totaly see this as a game on sale, sell it as a "N+ with guns" and enjoy some money for me too.

dunno how much polish you wanna add. imo dev asap as many levels as you can while you market it; ship it when you start to blow up on socials.

Random notes

- Got lucky and unlocked lvl4 on my first try. ò__o
- but holy eff, i can't finish lvl4 at all  -__-''

- dunno how useful life can be, since you die at most in 2 hits. a that point, maybe add a "hit" system like bayonetta challenges, and give a player 2-3 hits of life (nice cave story ui tho)

- i like as lot that weapons are punchy, sound great and are different on a design level

- magnum bounce bullet is very lmao; machine gun imo might be the worse weapon, since it's use is almost the same of the shotgun (for what i saw in the levels) 

- the only thing i dont like is the loooooooooooooooooooooong wait for an axe kick. maybe in a few hours u can "get" the delay like the classicvania chain, but i dunno.

Developer(+1)

Thanks for playing

I've been playing a lot of N++ recently and I'm a big cave story head so im glad the inspiration shows. I like making levels but I know i need to lock down asset sizes and art styles before i start pumping them out. Level 4 is a hard ass level so I dont blame you for not finishing it. The axe kick is supposed to have a timing to it but it takes too long and is too unforgiving right now.

Feedback is much appreciated!

(+1)

Playing in browser.

There's a prompt for D to reload, but the reloading is happening automatically? [later] This machine gun does need to be reloaded though.

The axe kick feels very unresponsive. I do the attack on top of the target and it just does nothing even though the animation is playing.

Accidentally press R and it reset me... make it a confirmation maybe.

It's odd how you kick me to level select on death instead of reset like pressing R, and exiting to level select being in a menu.

Took me until level 3 to learn that I need to beat a time to unlock the next level.

I am not going to play level 4 since you die easily and I can't handle the friction of having to reenter the level over and over, and if I spam press it instead opens the tutorial.

Fairly fun speed platformer I guess.


Developer(+1)

Thanks for giving it a shot. The axe kick definitely needs to be sped up and made bigger, it becomes active once you can see the foot come out about a third of a second into the animation. I think you are right that dying should just restart the level instead of kick you back to the menu, I will make a note to change it to that (i just got in the habit of pressing R/start as soon as I died to quick restart so it never occurred to me). Level 3 is the only level with a time requirement to unlock the next level.

Feedback is much appreciated

Developer

Now that demo day submissions have closed, I spent a few tries grinding out better times on the levels, here are the "developer best times" if anyone is still around and cares to go for this games current equivalent of a green medal

Post/send me a video of beating any of these times and ill send you a key for Buckshot Battlemage on steam. Beat all of them for.... bragging rights idk. If this game ever launches a paid version on steam ill try to remember to send you a key.

Submitted(+1)


The character controls feel really nice, the music goes well with the game, I had a lot of trouble with the mid-air target kick, though I'm not good at plaformers.

Developer(+1)

The video is very useful and much appreciated. The axe kick definitely needs some tuning to be more intuitive based on everyone's comments. Thanks for the feedback!

Submitted(+1)

Loved how it played even if I didn't go that far.

Also noticed that my rockets could hit those from the rocket turret.


Developer

Nice, thanks for playing! I thought being able to shoot down the rockets would be a fun mechanic.

(1 edit) (+1)

In game notes

  • The HTML load took forever, not a problem, just a note
  • Great controls as before
  • Small lag when I fire the shotgun the first time?
  • No sound options or main menu
  • I wish I could control the main menu with the arrow keys. This would help restarting levels after a death
    • Also maybe starting the focus on the level you just died on? IDk how much the menu is a placeholder
  • I agree the kick could be *slight* faster, and maybe make the foot a bit bigger so it’s clear when the hurtbox is on
    • Could just use a bit more visual feedback for *started kick* -> *kick is active*
  • Screenshake shows blank background at the bottom of the window
  • I do wish I could kill the turrets, even if it’s a waste of bullets. They can be really annoying
  • IDK why, I’m having a hard time “clicking” with the controls. I think if I could play with WASD I’d do better

After play thoughts:

This is a good improvement since last time I played it. I really like the players' animations, they look solid and smooth.

 This time, I was enjoying the free-running/jumping controls more than the shoot the targets aspect. I especially wanted more of the kick hopping we got a little taste of in level 2. Trying to combine the running + shooting together was a bit too much for me difficulty wise, I don’t think I’d be able to unlock level 4.

Developer

Thanks for playing! I appreciate the feedback.

There should be sound options and rebindable controls in the settings menu, button is below all the levels. I'll definitely have to speed up the kick and make the hitbox/anim bigger and clearer. The long load and one time stutters are because im a Godot brainlet and am re-using code from when I didnt know what i was doing (preload() abuse, everything in the game is always loaded). The turrets can be killed but are a little tanky unless something bugged out. 

Submitted(+1)

It feels very good, judging by my very limited platformer experience. The ass kick description should probably mention to hold the jump key, it wasn't obvious for me.

Maybe a bit too difficult in general? (I'm pretty bad at these kind of games so maybe not.)

Ah, also the rocket jump could be more forgiving, first two tries it didn't trigger for me as I shot the rocket too late (following the standard logic of not shooting oneself in a foot with an armed warhead.)

Developer(+1)

Thanks for playing and thanks for the feedback! shooting yourself in the foot with an armed warhead should be a popular pastime. It works kind of like TF2/quake rocket jumping which im realizing is not immediately intuitive to everyone.

(+1)

is the ass kick supposed to take 2 eons to come out :? is kicking the turret missiles important :? i still have no idea how im supposed to go fast in this game because sometimes ill go really really fast but iduno how to replicate it. best i could get on level 4 is 34:67 https://files.catbox.moe/y4j4l1.webm 

Developer (1 edit)

Hey thanks for playing. yeah the ass kick is supposed to feel kinda like mario's forward air in smash bros. I think it needs a bigger hitbox to compensate its too small and hard to time right now

kicking the turret missiles i just added because its cool, its not important right now. You have the right idea about going fast, you just use the physics of landing/jumping off of slopes and rocket jumping to accumulate momentum. rocket jumping applies an additive velocity so if you have opposing velocity then it will appear like it isnt launching you as much. There might still be a few edge cases with the physics that screw with things (going too fast to slide on a slope, or losing all your x velocity when hitting your head on a slope). The video is really impressive and very useful, my time on that level is like 54s right now

Thanks for the feedback, it is much appreciated

Developer (3 edits)

AGDG DEMO DAY 68, returning to this after months of shameful nodev

  • Tuned movement/physics based on DD66 feedback
  • added various juice (sfx, squash n stretch, particles, screen shake, hitstop)
  • added new move: press jump in air to do a spinning axe kick and bounce on fellas
  • a few new levels, removed most time requirements
  • added enemy turrets and mines (real enemies will come later!)

see game page for tips and tricks