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Human = Null's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #9 | 3.806 | 3.806 |
| Audio | #17 | 3.935 | 3.935 |
| Fun | #32 | 3.774 | 3.774 |
| Overall | #34 | 3.664 | 3.664 |
| Controls | #48 | 3.677 | 3.677 |
| Originality | #56 | 3.677 | 3.677 |
| Theme | #67 | 3.645 | 3.645 |
| Graphics | #147 | 3.129 | 3.129 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.6 / 3.7
Theme Interpretation
You mutate the stats of your weapon by absorbing the stats of enemies
Wildcards Used
Checkout
Have stuff to buy in your game
Disassembly Required
Demolish break or otherwise disassemble things
I like Turtles
Include a turtle
Discord Username(s)
Leaf and Lucifer
GWJ Participation Level
1
Team Size
2
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
Nice shooter! Sadly, boss battles (counting miniboss secret encounter) are kinda underwhelming by being a lot easier than normal encounters due to there only being one big guy with a small amount of health.
Also there are some bugs like scrap amount (and mutator scrap requirements) not showing on the level before boss and very abrupt transition into metro on the same level.
The mechanic with healing/mutating is cool, but I didn't really feel much difference in gameplay with this mutations (not counting shotgun or fire speed, they obviously made a huge impact on my playstyle). A nice touch on making a road to lead player through the level, I also love the purple lights that mark fighting spots!
It's really impressive that you managed to do a voice acting for dialogues, and they are pretty funny ngl, but I didn't really like the turtleman VA, too slow for my taste.
Yeah unfortunately the we ended up having to rush a lot of the back end of the game and had essentially no time to play test it, so some of that stuff just slipped through the cracks. Glad you enjoyed the core gameplay, and if it wasn't clear the mutations were the changes to your weapon and its stats.
yas very good yas !! i liked i ti t was fun and the turtle was funnny and io liked the voice actingf and fun to absorb, however it is too hard for me the healing felt a bit unforviging and i dislike inflation
:-)
Loved the mechanical implementations, the combat is really satisfying! The fact that you start as single slow shooter and can turn into a spread bullet spraying god by the end is very satisfying. Nice work on this!
Thanks for the kind words and glad you enjoyed :-). We put a lot of effort into making things feel satisfying and nice to know it seems to have paid off.
Nice job! Impressive you managed to voice act for a jam game. I liked the mutations mechanic although it took me a moment to figure out you could only use it on enemies highlighted in blue
Thanks, we tried to make it clearer using the player colour and such, but there's probably a better way to present that information. Thanks for playing and the feedback :-).
Awesome entry! The game balance felt pretty good. There were a few times when I was panicking over my health bar and then I snagged a couple mutations at the last second.
I was excited to play a controller game but the R stick wasn't working for me. Aim was locked onto the mouse no matter what. Pressing E to mutate was tough sometimes when I was constantly moving; especially when I was chasing an enemy moving towards the top right
Apologies that controller input was broken for you, it had worked in testing but due to lack of time that testing wasn't extensive so there is a high likelihood that bugs slipped through the cracks. Thanks for the playing and the feedback, and I'm glad you were still able to enjoy our game nonetheless :-).
The mutation mechanic is excellent! I love the way it impacts your stats, and encourages you to seek out specific enemies to get the stats you want. I also like how it forces you to get close, and the zoom in+sfx make it feel great to use. There's not much variety to the enemy attacks(projectiles aimed directly at the player), but the cramped level design+speed of some of the bullets keeps you from simply circling around the enemies until you win. The enemy spawns being spread out helps too, and it feels like a lot of thought was put into the AI and how the enemies move around.
We would've liked to add more enemy and player weapon variety, but unfortunately time ran away from us a little bit, as you can see by when we submitted. Glad you enjoyed and thanks for playing :-).
Impressed by the effort you went into VO'ing a lot of dialogue, the mutation mechanic was neat.
Lucifer really killed it with the dialogue and VO, and we put a lot of effort into making mutation feel impactful. Thanks for playing :-).
It was a fun experience! VA was nice !
Glad you enjoyed and thanks for playing :-).
I really like how you used the theme! I had a lot of fun with this one. The VA is a very nice touch.
I think I found an issue where you can't mutate if an enemy becomes tagged when they're already within your radius - you have to walk away and walk back to them first. In addition to that, the mutator chip count in the top right corner disappeared after the second shopping period for some reason. Aside from those small issues, though, I really enjoyed this one!
Great work!
The scrap display disappearing is a known issue, unfortunately we realised after the deadline and it didn't feel in the spirit of fixing game breaking bugs to open a ticket to sort it. Thanks for pointing out the issue with mutations, as we are considering doing a small bug fixing update after the voting period. Thanks for playing and glad you enjoyed :-).
The voiceovers were very helpful with how fast the gameplay is! That was a nice touch that I haven't seen in a game jam before!
The voice lines are all thanks to Lucifer and she did a stellar job with them, alongside the shop voices from Blobotron. Thanks for playing and glad you enjoyed :-).
Dam this is a cool game your first game in GOdot? Mine too lol
Quite addciting and its similar to Vampire Survivor howver i never could mutate my stats thats my only flaw
kudos to the devs(btw 19 secs to the deadline if crazy glad yall pulled it of)
To mutate you need to get an enemy low health (the blue indicator) and then use the mutation button while they're inside the blue circle around your character, apologies if that was a little unclear. Thanks for the kind words and for playing :-).
Good game! it felt good to play and I like how the stats/current mutation is displayed in the top-left corner, kinda hard for me to tell which is which though as the game play was too fast. Hard to aim as the movement speed of the player was too fast and abrupt. Also, I noticed you voiced every line and I really appreciate the time and effort doing all that.
Thanks for the feedback. I wanted to make the aiming indicator more accurate to help with aiming while moving, but I never got round to it due to larger issues that needed fixing, definitely something to consider if we update this game at any point. Thanks for playing :-).
I t feels very good to try and shoot enemies as the contorls and enemy bahavour are very well implemented.
Thanks, the enemies took a long time to get working, and they're still not perfect but they work well enough. Thanks for playing :-).
This is really solid! Shooting the enemies is really fun and getting their powers, although getting close to them always got me close to death :p All the UI elements are cool and the voice acting was a nice addition, great work with this :)
Yeah, the balance was surprising close given how little we were able to playtest. Glad you enjoyed and thanks for playing :-).
Really great vibes - the music and voice acting was a really nice touch too, very fun to see VA in a jam game!
I tried both keyboard and controller, but I was having a hard time getting the mutation mechanic to work. I had it fire off a couple times (and the slow mo looked great) but I couldn't figure out the mechanic proper, so I didn't really know how to interact with it. Is the idea that once the enemy is low health - get them into your radius and press A (on controller)?
Overall, really cool entry!
You got it right on the head, mutating works simply by pressing the mutate button while a valid target is in range. (low health and you have enough scrap) After that, it handles itself and gives you the stat boosts (and debuffs) relevant to that enemy.
Glad you enjoyed and thanks for playing!
I love the stats display and the original concept using a weakened enemy to mutate.
Glad you liked the stats display, it took a lot of tweaking to get it to the point it is at. Thanks for playing :-).
lol this voice acting is awesome!
There is a lot of lore and world building here. Good job.
Thank you very much! We set ourselves the challenge to make something with a proper narrative for this jam, and for me voice acting just made sense with that, lol. Ended up cutting a lore entry system for time, but you're right, there is much more world and story behind this.
I really did enjoy the combat, but im not good at twin stick shooter like games so i failed the first boss :(. The Voice acting gives this game a distinct charm, especially the Turtle shop.
I was confused at first that the scraps "disapeared" by shrinking. i thought i was to slow collecting them until i noticed thats the collecting animation. A different collecting animation would made the game more Satifying imo. like a noticeable Sound effect with the Scrap moving towards the Player if he gets close.
Scrap moving towards the player was the original idea for that animation but it got changed for reasons I can't remember. The collecting sound would definitely be a good idea. Thanks for playing :-).
Loved the mutation animation! You nailed the pacing of that zoom in and time scale change perfectly! It felt pretty epic when I get to mutate!
Yeah, that effect took some fine tuning but seemingly was worth the effort. Thanks for playing :-).
Really cool! Engaging gameplay. Good job getting controller support in there, I don't think people use that enough in these things.
Thanks, it was actually mostly smooth sailing on implementing controller support, with a couple pain points particularly in the menus. Thanks for playing :-).