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A jam submission

Turtle Gone RogueView game page

Defend Your Pitiful Sewers From Impudent Vermin
Submitted by <U>DevTeam, Mr.lad, Uncle Bobs, SirRibbotJr, easternunit100 β€” 1 hour, 33 minutes before the deadline
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Turtle Gone Rogue's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#763.3753.375
Controls#783.4173.417
Audio#813.2923.292
Overall#1173.1193.119
Theme#1183.1253.125
Accessibility#1312.7922.792
Originality#1393.0423.042
Graphics#1812.7922.792

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.4

Theme Interpretation
After each phase you get to choose between 3 mutations. The one you choose will be added to your mutations, the other two will apply to the enemies on the next phase!

Wildcards Used

I like Turtles

Include a turtle

Source
https://github.com/Giladlevko/UDT-Mutation-Jam

Discord Username(s)
Mr.lad, Uncle Sams, and SirRibbotJr

GWJ Participation Level
1

Team Size
3

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

Submitted

The enemy animation was my favourite thing! And getting the lucky fireshot early was crazy good! 


Such a fun game, played it off stream at 9min12sec, I mention it there as well, but the idea of Risk-reward cards was super cool! 

Developer

Thank you so much! Its so awesome that you included it in a video! Thank you!

Developer

You actually encountered some bugs I was not aware of which made the enemies basically have 0 health and that was when you first picked the fire mutation. It happened because you clicked very fast on the menu and it broke stuff. I apologize this happened and I will try and fix these. Thank you!

Submitted(+1)

Oh no! It was a bug? I thought it was the fire being overpowered! No need to apologise, happy the video helped!

Submitted

This is fun! for the first few moments I was playing without using the dash and kept thinking "this could really benefit from a dash" I'm dumb, once I figured that out the game play really meshed well! Really nice job :)

Developer

Thank you so much!

Developer

I checked out your Youtube and you make really awesome videos!

Submitted

I like the main concept and it had some really fun twists with the mutations! Nice job! Music was fun and the sounds were satisfying.

Developer

Thank you so much!

Submitted

I liked the idea that whatever the upgrades I didn't select will be applied to the enemies in the next waves. That's actually pretty clever! I think it'd have been cooler if I can pick and choose which one, not randomly select the "?" card.

Also a small thing but it'd be much more comfortable playing if my turtle is not at the centre of the screen. I was often unable to see far enough so I was cornered easily.

But overall, it's a neat little game that the turtle is just surviving and mutating in such a hostile environment!

Developer(+1)

Thank you so much! I agree I should have made the cards viewable and what you said about the camera is really helpful. It annoyed me too while testing it but at the time I didn't have a solution in mind. But now that you reminded me about it I thought of something. I'll make the camera move a little in the direction the mouse is pointing at, that way you'll see more.

Submitted

Really fun shooting mechanics, and the fact that your enemies get mutations as well is a nice twist! Personally I'm not a huge fan of having to spam the LMB to shoot, so an auto-fire toggle or hold-to-shoot I think would be nice as an accessibility option. But really great overall!

Developer

Thank you for playing and the great feedback! Some other people mentioned that about the shooting. I thought I'll make a hold to shoot plus faster fire rate mutation because when I tested it it made the game easier. But if you think it's too annoying tell me and I'll change it to always be hold to shoot. To me at least it feels stronger when you purposefully shoot each shot. But what do you think, would an auto shoot make it feel less powerfull?

Submitted

Hey so I played a few times with clicking and few times where I enabled an auto-clicker (at 10 clicks per second) and personally I would say I enjoyed the auto-clicker experience more. Yes it's a bit easiER, but I definitely wouldn't call it easy, it really depended on the mutations (which I think is the mark of a good roguelike). When I got the fire and speed upgrades the build felt really powerful, but when I got a combo like ice and shield (with enemies getting a speed boost like fire) I was fighting for my life XD. Now the reason I liked the auto-click more is because in scenarios where I had an underpowered build, I was heavily reliant on the dodge mechanic and maneuvering. The clicking really started to wear me out to the point where I felt I couldn't focus on the movement as much, it was much nicer to just aim the mouse and focus on the enemies so I could try and dodge their attacks, it made the combat feel more engaging. Ultimately this is just my own experience though, if you're still on the fence you could always keep the clicking as the default and then add an option in the settings to turn hold-to-fire on or off

Developer(+1)

Thank you for trying it out again! This is really useful information! I think I'll make it always auto click then. Because Having the combat feel good is one of the most important things in a game like this. Thank you so much!

Submitted

Very nice game. The responsiveness of each event is truly well made and makes want to shoot more enemies. The dash is also very usefull and well timed. I would love ot see more of this. Good work!

Developer

Wow thank you so much I am very happy you liked it!

Submitted

Nice entry, I like the idea of a turtle with gun. Some more accessibility features would be nice. Some people (me included) don't like screen shake effects in games so it's nice to have an option to disable it. Good job overall

Developer

I didn't know that, that's good to know.  Thank you for playing!

Submitted

Mad Turtle might need to see a therapist. πŸ˜‚ Joking aside, this was pretty fun. As others have mentioned, the recoil makes you feel super powerful. I did notice one small bug. When there are fewer than 10 seconds, there's no 0 placeholder in the tens column, so the time countdown looks like this. I did download the PC version when I played. Great job!

 

Developer(+1)

I actually intended for this to be this way but I can see why that looks weird. I'll change it after the jam. Thank you so much for playing and giving feedback!

Submitted

You nailed the shooting control, the camera shakes are perfect and the recoil make me feel powerful! Shooting in this game is so satisfying. 

The enemy shooting animation is very smooth too.

I also loved those little DNA particles!

Overall a super fun roguelike shooter.

Developer

wow that's so nice to hear thank you so much!

Submitted

Hey, interesting take on the theme, making the unselected mutations affect the enemies. I had fun playing it for a while.

I have the feeling that the camera is flickering a bit, but it may be my pc. Not a big issue anyway 

Developer

Thank you it's nice to hear you had fun! The camera shakes a bit when you shoot maybe that's what you saw? it could also be the web build 

Submitted

Pretty neat rogue-like with good controls and clear visuals, and impressive you got the procedural generation done for the jam! I like the idea of the enemies gaining the choices you didn't take - although I think it would have had more weight if you could see the cards before picking them. Well done overall!

Developer (1 edit) (+1)

Thank you so much!  working on those random rooms was very hard for me since it was my first time doing something like this but I am really glad I did because it makes the game feel much better. After the jam I will change the mutation part. My first thought while thinking about an idea was to have that choice but I ended up making it this way and I regret that...

Submitted

A cool, original idea! My personal preference would have been able to see all the choices for mutations so that it gives the choice more gravity- knowing which powers I'll be giving to my enemies. The recoil on the gun was insane hahah and felt great! I loved the sound, and the art was cute! 

Developer

Thank you for playing! being able to see the mutations was actually my first thought but I ended up making it this way and by the amount of people that mentioned that I'm really sad that I did it this way and not my original thought 

Submitted

Super hardcore turtle gameplay haha! I loved it, but enemies are very challenging to beat. The mechanic of you getting a mutation the enemies get the other ones? never seen that, super original. The only gameplay piece of feedback it's about the dash, it's not clear for me from glance to know when I have it available or not, and that's crucial in this gameplay where the  only way to avoid a shot is a dash. I would also like to see some obstacles in the map that  allow for taking cover I think that would help!

Something that comes to my mind, when I played pubg, if you get shot from the back but you have a pan equiped you don't get damage. Maybe you could do the same with the turttle shell? that would also allow for some cover (just an idea)

Overall, a very fun and original entry!

Developer

Thank you so much for playing I am glad you liked it! after you dash there is a cooldown bar that pops up and when it finishes you can dash again was it not big enough?

Submitted(+1)

Tbh it might be just me being to focused on the gameplay, but having to doge the bullet really don't allow me to look at the dash, maybe an indicator around the player or something? Just throwing ideas. For instance in my game I've made the mana to be reflected on the sword brightness, to me it helps a lot not having to loose focus to check UI if it's needed durign gameplay. Hope that helps!


Maybe instead of having shown the cooldown bar, show a symbol that dash is available? ,(throwing more ideas)

Submitted

Very fun game! Upgrades you don't take going to enemies is a really cool concept. Very nice visual effects for the shooting as well. I was a little confused when I didn't get to see the mutations before choosing one though.

Developer

I am so glad you liked it! I should have phrased the explanation for the mutations better. I wanted it to be unknown so you would need to consider if you are happy with your current two mutations or take your chances with a new one

Submitted

Fun game and I like how powerful the shooting feels. The recoil and shaking makes it feel very impactful. Also, the mutation system is a cool twist. Like Robots Go Boom! said, I think that holding down for shooting would feel a lot nicer than having to click each time, given most of the gameplay is shooting enemies

Developer

Thank you so much! I think another person mentioned that about the shooting so I will think about changing it after the jam and see how it feels. I am really happy you liked it. Thank you for the feedback!

Submitted

Really love the card / mutation mechanic of choosing one upgrade and the enemies getting the remaining upgrades, made the challenge increase pretty quickly! I think if I had one suggestion it would be to allow hold mouse button and shoot vs. clicking just for a bit of extra comfort!

Really cool entry and approach to the theme!

Developer

Thank you so much! Do you mean that the shoot mechanic would be that it would shoot on release of the mouse?

Submitted

When mouse is held down it would auto shoot (if that makes sense) - instead of having to click to shoot.

Developer

oh I see thank you! I will think about changing it after the jam ends

Developer(+1)

What do you think if I'll make it as another mutation? Because I tested it and it definitely feels nicer but also makes the game easier I think

Submitted(+1)

I think that is a great idea - what would that do to the enemies if they get it though instead, maybe they constantly shoot? 

Developer(+1)

I have a separate cooldown on top of the normal cooldown for the enemies maybe I can make it so it would ignore that so they would consistently shoot. Thank you so much! You have been so helpful!

Submitted

I was really excited when it said the enemies would take the cards I didnt take, I thought that was awesome. I was a little disspaointed I wouldnt actually get to pick my upgrade its all random with question marks unless that was a bug. Regardless cool submission love it.

Developer(+1)

Thank you so much! The randomness and the question marks were intended, perhaps we should have phrased that differently. I wanted it to be more of a challenge. That if you hold two mutations you will have to choose if you want to take your chances with a random one or stick with what you have for another round. I am really glad you liked it! 

Submitted

the game was fun to play I love the card thing that’s the most rogue thing I’ve seen so far here 

Developer

Thank you so much!

Submitted

Your game pretty fun

Developer

Thank you so much!