Play game
Big Shot's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #57 | 3.667 | 3.667 |
| Originality & Innovation | #59 | 3.583 | 3.583 |
| Audio | #66 | 3.167 | 3.167 |
| Overall | #82 | 3.272 | 3.272 |
| Fun & Game Design | #128 | 3.056 | 3.056 |
| Theme | #220 | 2.889 | 2.889 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
(REQUIRED) Your game's gd.games url here.
https://gd.games/cattymations/big-shot
Leave a comment
Log in with itch.io to leave a comment.





Comments
The art style and music are genuinely outstanding — the colors, the Persona-like aesthetic and the blues scale soundtrack all come together to create something with a completely unique identity. The noise mechanic where enemies can hear you run or drop items adds such a clever and tense layer of strategy that makes every decision feel meaningful. The fact that you managed to finish and submit this polished game despite losing a family member during development is truly incredible — most people would have given up. The tutorial could definitely be clearer in a future update, but the depth and originality of the design underneath is something really special. Deeply impressed and wishing you all the best. Feel free to check out my sky platformer too 😊
You honestly don't understand how much your words mean to me - getting to wake up on my birthday to this has really made my day and I am eternally grateful. Thank you.
I didn't really understand this game completely, but it was quite fun. It reminds me of when I first played Slenderman 😂
Here's a few things I would note:
There wasn't really away to deal with the enemy, that I found
The title text used is a little hard to read
Rather put the tutorial throughout the game instead of the beginning. With so many mechanics it just quite an info dump
I really like the concept of the collection of different materials to retrieve back to the elevator! Reminds me of when I used to play Payday back in the day 👌
Awwww! This make me so warm and fuzzy to hear! I'm eternally grateful for your compliments!
On the enemy side of things, it's very poorly explained, but there's a way to deal with all of them:
For the default enemy, who spawns and despawns and can hear noise, when he's not around, you can move freely, but when he is, you can either conserve your stamina strategically to build distance and gather resources even when he's there, at the price of him eventually catching up to you due to running making noise, or you could walk around quietly and drop items in certain spaces to make noise there and lead him to certain places. One strategy is to immediately spread out all your items upon spawn so that you have easy access to noise lures.
For the weeping angel, just make sure he's always in your line of sight, and sprint past him when you get close.
For the enemy that infects dispensers, just go into the infected area, gather a bit, run out and repeat.
I did really intend to add a proper tutorial, but I had a family member die halfway through development, so I was very stuck for time. I apologise.
Overall, I'm really happy you enjoyed the game! It makes me very happy haha!
Sorry to hear about your family member.
It sometimes feels like the worst can happen during game jams. In our last jam we were hit with a flood midway and almost lost our pcs.
Great job on the game 👍
NICE GAME❣️ YOU CAN ALSO TRY MY GAME AS WELL , HOPE YOU WILL ENJOY❣️
It's a complexly designed game. Needs to read through a lot of stuff, though. But fun overall.
Please play and rate our game.
Awwww, it makes my heart so warm and fuzzy to hear this! Thank you for your kind words!
Tried the game bro but my PC is pretty bad and it lagged for me quite a bit so i'm sorry but i can't give a proper rating on this one even though it looked really cool.
I liked the aesthetic and the idea, but just found the enemies really frustrating. Alot of the time I would suddenly die for no apparent reason, or hear a heartbeat, turn around, and have the enemy right there which was really scary haha. A better audio or visual cue to actually tell how close the enemies are would make this alot more enjoyable, also they definitely seem fast even if they are slower than the player, for such a small level. I first skipped the tutorial, as I hate reading, so after being completely lost for a long time I went back and read it. Given the circumstances, a text tutorial is fine, definitely would benefit from an interactive one though. If you do a post-jam update on this I'd definitely be looking forward to it, I really enjoyed it! Just think the enemies could use some tweaking.
Ah! Thank you for your compliments so much! It makes me feel very warm and fuzzy haha. I did a very poor job of explaining the enemies in-game, and I gave an explanation to someone else which I will paste here:
"On the enemy front, I may have forgotten to imply the noise mechanic further - enemies are a lot slower than you, do less damage and spawn less on lower difficulty levels (but you gain more materials) and won't even pursue you if you're outside of their range (plus a few types despawn all other enemies) so to balance this there's a noise system; some enemy types can hear when you run or drop items, which is what the megaphone icon means. I apologise, I should've explained that further."
I did want to implement a proper tutorial, and had full intentions to, but I had a family member die halfway through development, and thus was stuck for time. I apologise.
Oh, and I should mention - there is a type of enemy that won't hunt down the player, but will infect certain dispensers, meaning if the player is near them for too long they will die. I'm sorry, I did a very bad job on the tutorial haha.
Thank you so much regardless for playing my game! I really appreciate it.
Fantastic game, loved the art great game. Good job!
Aww, it makes me so warm and fuzzy to hear this haha
Big thumbs up👍.
This game.. At least to me.. Is very confusing to me.. Like.. Yeah there tutorial at text.. But I feel like if you show player.. How to play.. By making mover around.. Than simply just read Text..be way better than just read text.. Because in my opinion.. Text is too long and complex to be just.. read text to understand doesn't help player like that much.. Like 15% I understand the game.. But 85% I be very confused.. So when I run out of money.. Instead trying again.. I give up.. Because I try to understand by reading text twice.. But like I said before.. Dosen't help for reason i said while ago
So I think you should work with gameplay.. Where you can make more clear player like me.. Or make less complex if you planning to update this game
I hope this feedback helps you!!! >:]
( Also I really appreciate it if you can play and also rated my game call mystery box jumper demo.. And feedback is welcome to me too.. Thanks you for reading :) )
Yep, fully agree on this front - I had intended to make a proper tutorial, but I had a family member pass away last week and endee up being left short for time; I'm very sorry.
Thank you so much!
Really cool art style! The colors and music add to the tone of the game. Kind of gave me Persona vibes. Excellent work!
the atmosphere in this one is soooo good , Great Job
I always struggle with writing tutorials and prefer having a dedicated level to show players the ropes before throwing them into action. The game style reminded me of Super Hot. Overall you did great for a game made in 10 days
The game is not the genre I would normally play, but as I have read some webtoons about exploring towers and dungeons, I think I would give it a chance if it was a well-made commercial game, what I would do differently would have been to spend more time implementing a second or third class instead of buffs and debuffs, it is not known whether the player will play one or several attempts, so it is always good to give them a little initial control as you can see in roguelikes.
If there was a Trapmaster who places traps to trap enemies so the player can focus on collecting resources or a necromancer who revives the dead body and tells it to go to the elevator, taking all the food at once instead of harvesting with the knife, I would probably play with them, I like these characters with great gains in one thing and weak in the rest.
I really appreciate you articulating your feelings in this way and playing my game! It makes me feel very special haha!
A class system would clash with my risk-reward design philosophy, and possibly make the game too easy, as you have a significant advantage over enemies by default already, and it's practically impossible for them to catch up to you if stamina is conserved well and you don't make any noise and additionally it would less incentivise taking upgrades, as taking on debuffs would simply act as a balance to your class benefits, resulting in less run variety and strategy, though I do a horrible job at explaining this in fairness. I had intended to implement a proper tutorial, but I had a family member pass on the middle of development and time got away on me. Plus the game is probably too difficult for a game jam game; I'm very sorry.
Overall, thank you very much for taking time to play my game and leave feedback! I really appreciate it!
Great art style! I love the simplicity!
The game itself is fine, but the game size is so huge it's kinda bugged on the browser, which makes the experience a bit annoying.
Good job on the game, though!
Thank you for your compliments! It makes me so happy!
I haven't personally experienced any bugs as a result of the file size; would you be able to elaborate so I can look into them? If you could expand on what you think would make the game better (outside of the tutorial haha) that'd be appreciated too.
Thank you very much!!
I really like the art style and the music and fx were awesome too, it was just a little complicated for me but I am impressed in what you achieved.
Thank you so much for the wonderful compliments! I had intended to add a proper tutorial, but I had a family member die last week, and so I was cut for time - I agree it's very overwhelming.
Looks cool.
super fun little game but the paper sound effects were driving me crazy (sensory issue)
I'm so happy you found it fun haha! My only goal is to make people happy and entertained through my games, so I'm glad I was able to achieve that. I'm very sorry for triggering your sensory issues.
the art and graphics style is really cool, reminds me of superhot. Lowkey had no clue what I was doing and had -256830 gas but was still a cool game. Look forward to what you make next jam 😄
One of the best art styles I've ever seen. Amazing job
Thank you so much! It really makes me feel warm and fuzzy to hear such things! I believe you may have forgotten to save your rating though, if I'm not mistaken, haha.
I believe I did vote and save before posting comment, but sometimes when posting comments it ask capthca, I believe when that happens it doesn't register the vote.
First of all, I am so sorry for your loss :( I'm not really good with this topic so i don't want to say much but i hope you and your family are okay.
Onto the game, the tutorial was honestly really hard to understand and it took me many refreshes to finally understand what you had to do, and even then wow the monster is annoying, PLEASE LEAVE ME ALONE!!!!
The graphics on this game were simple and cool, it has it's own special style and I'm a big fan of that, i love the colors you've chosen for stuff :D I'll just say that some text could definitely use some work, but with some tweaks and adjustments, I would say that this game will have a good aesthetic to it!
I love the music, i really really love the music.
Overall this game has really great potential, it's original and for 9 days like a comment below has said, it's really impressive what you've managed to achieve, especially considering what happened :[ My biggest complaints are the very confusing tutorial and the monsters, i actually couldn't manage to get past 3 rooms, it might just be a skill issue so don't take my words too seriously because there may be things I've missed. But good game, great job and my deepest condolences once again, i wish you the best!
Ah! Thank you very much! I'm so happy to have gotten such a detailed response!
On the enemy front, I may have forgotten to imply the noise mechanic further - enemies are a lot slower than you, do less damage and spawn less on lower difficulty levels (but you gain more materials) and won't even pursue you if you're outside of their range (plus a few types despawn all other enemies) so to balance this there's a noise system; some enemy types can hear when you run or drop items, which is what the megaphone icon means. I apologise, I should've explained that further.
I'm really happy someone pointed out the music! I always try to go all out on the soundtrack side of things, and while I didn't exactly this time, (with being very short for time and such) this was such a fun soundtrack to play! Especially the main menu theme - I love the blues scale so much! And the chords are really fun!
Thank you very much!
complicated for a gamejam game but super fun once you understand it also did you make a card game because the visuals remind me of another game made for a past gdev gamejam where you play uno. either way good job
ok i just check and you are indeed the creator of it
Aw, thank you so much! It makes me so happy to hear people having fun with my games! My goal is to bring happiness to people after all lol.
I think you forgot to leave a rating btw, or am I just going insane? Haha.
ig i didnt click save rating mb