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Slot Shot 2 Classic's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #74 | 4.217 | 4.217 |
| Audio | #162 | 3.913 | 3.913 |
| Overall | #212 | 3.948 | 3.948 |
| Visuals | #234 | 4.261 | 4.261 |
| Creativity & Theme | #689 | 3.783 | 3.783 |
| Seriousness | #853 | 3.565 | 3.565 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Godot
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Comments
YOO this game is insane for 7 Days , so far the best implementation of the theme , Cool Game , great Mechanics and Wepons.
I had one Bug at some point every thing had a red Filter on it . I thing it happend when i dash into a wall.
Also an option to teleport like in Enter The Gungeon would help to make it an even better experience.
GREAT WORK!!! 5/5
It is a CRIME this game isn't already in the 100's on reviews.
The simple yet really fun aspect of using a slot machine to not only determine your bullets power based on your inventory, but then also make the GUN its own spot in the slot machine that can also be rolled to another random gun you own is crazy interesting. All that alone makes this game so unique and awesome to experiment with.
But not only is the concept amazing but you also polished it SO well??? The sound effects are snappy, the music is such a good vibe for a game like this AND all the enemy attacks are predictable and have a visual indicator? This legitimately feels like 2 months and triple the upgrades from being a full Steam release that I'd recommend to any Enter the Gungeon fan.
The only most microscopic criticism I can give is that I'd love to see a tiny bit of screenshake when you shoot your gun, just to sell that feeling of impact a bit more.
Amazing work, 10/10 and (virtually) no notes! Make a full game out of this!
Very impressive to be made in 7 days! After playing, I looked back at the submission page expecting to see a team of people only to realize it's only one dev. Unbelievable. The game has tons of juice and polish which made it fun shooting the baddies. Very clean pixel art and I love the wobbly backgrounds during the menus. The roulette mechanic for reloading is creative. I was unclear on what the items did at first, but I slowly began to realize what they do, like giving you extra shots or bullets that pierce through enemies.
My game also had a reload mechanic tied to spinning and roulettes, though with wands and spells instead of guns and bullets. It's fun seeing a different take on a similar concept. Mine had different projectiles you could fire while your game seems to be about changing the attributes of your bullets and getting different weapons.
Overall, a really cool roguelite dungeon crawler style game. Probably one of my favorite submissions so far. This concept could easily be expanded on as well. Great job!
HOW DID YOU MAKE THIS IN 7 DAYS! Crazy work, well done!
Randomly generated dungeons, very crisp controls, what a polished game for a jam! Enjoyed it alot, nothing really bothered me here except i thought blue ammo would be my reloads, but i can reload without which made me wonder. great work!
Wow, this was one of the best games I played this jam! It's so polished and I had a blast playing it! I managed to get to the boss fight and beat it with just half a heart while dodging a bunch of enemies in the process. Great work, I can see this becoming a full fledged game in the future!
This game was realy fun. Spend the last 30 minutes or so playing it. This is already very solid and in many aspects also very polished. So the feedback and the ideas should not take away from the great game you already had.
- What does the blue ammo realy do? Would it be possible to be used up, so I can stick with the current weapon roll?
- The font for the prices and my money was hard to read. Some times I didnt realy know how much money I had.
- During the dungeon selection: Why should a player choose a worse generated dungeon. I.e. why choose harder enemy over more chests? Could the attributs be merged? If you choose harder enemies you also get more gold.
- A inventory like idea for the weapon slots machanic: The player could decide in what specific slots the new items go. I.e. the player has 3x 7s and can decide to put them all into slot 1 to maximize the chances for a 7 in slot 1 or the 7s can be split onto all 3 slots - leaving the chance for a tripple 7. The tripple 7 could be then extra strong (if it isnt already - i neaver had a tripple).
Loved every bit of it! Super polished, so many upgrades, great vfx + visuals, intuitive controls & no bugs that I could find! Absolutely crushed it!
SO GOOD and mega creative and polished, awesome work!!!
Can’t wait for Slot Shot 1 to come out, I already know it’s gonna be a banger
Good Stuff! feels very polished and everything has a nice oomph to it! kinda wild that this was made in 7 days
I just played the CRAP out of this game! What a cool idea for a slot machine style powers. Really great! I will be returning to play some more once the but hurt of getting overwhelmed by monsters wears off! Really creative and fun.
Felt extremely polished, loved the slot machine and the small details like the camera movement when going between rooms. One thing I noticed was that the text was so small that it became hard to read at times. Additionally, I would love a little more enemy variety. However, this was really great and one of the best games I've seen so far.
Thanks for playing! I'd never thought of the text size being an issue until now, thanks for pointing it out! I might swap out the font or add an accessibility option to change the size sometime after the jam ends :)
Extremely polished for a jam game - The visual feedback on enemies, the slot machine (gun) mechanic and the clean movement and UI really wrapped this game in a nice way. Very cool "spin" on the theme, I can see this easily developing into a proper release some day!
The idea is great and of course with any type of roguelike game in a game jam, some balancing is bound to require adjustments. Some feedback I have:
- Since coins dropped by enemies are automatically drawn towards and collected by the player, it can get visually confusing when some enemies fire projectiles in a crowded room since the coins and projectiles look alike, maybe the player collects all coins in a room only once it's cleared (unless they walk over them of course).
- The dodge roll mechanic is a nice but way too abusable since its cooldown is nearly neglegible. I could practically spam it in between shots. Maybe a shorter cooldown with a potential UI indicator to show when it's ready again.
- Enemies have very high base health it feels like, even before they scale up, I was on a floor with enemies that started at half their hp and it was still taking a while to clear singular rooms with many gun upgrades.
- The slot machine gun mechanic is great but since we are able to reload any time, there is no exact tradeoff with it. I can just reroll until I get a decent combo of perks. I understand it is balanced by a limit ammo amount and the fact that you can't sit still and reload while enemies are after you. However, it didn't feel like an actual risk/reward mechanic, maybe you could force the player to use the gun they rolled OR pay a small gold fee to force it to reload (and reroll) into a new combo - this could introduce interesting thought processes depending on the current guns ammo, current gold, etc.
- Maybe it's just me but I got way too many cherry upgrades when I would appreciate more damage, especially with the tanky enemies.
Overall, great job - the style, core mechanic, and feel of the game really compliment eachother well!
Thank you so much for playing and all the amazing feedback :D I do tend to playtest my game a little too much so a lot of things like the high health I just ended up getting used to. Same goes with the coins, I had focused on polishing the game and making it juicy without thinking of how it would affect the gameplay!
For the reload, I did add a mechanic where you can only reload 3 times before you would have to collect reload tokens to reload more, but 3 definitely ended up being a little too forgiving and took away most of the challenge of the random slots.
I genuinely have no excuses for the dodge roll I completely forgot to add a cooldown... Should be a simple fix though xD
Again, thank you so much for the feedback, this will be a great help if this ever expands into a proper release! Also, I do have a little time before the game files are locked so I may have time to fix some of these issues :)
EDIT: The update is out, thanks for the help!
it's one of the best games I've played so far .
Thanks for playing! I'm glad you enjoyed it :)
Very neat game! Looks very nicely polished for a game jam game.
Thank you!
I totally got the same Enter the Gungeon Vibes. The slots were interesting there too.
Thanks for playing!
a really fun game gave me enter the Gungeon vibes I think you should add some synergy like if the shotgun had cherries it is two bullets per cherry also I think if you have triple sevens something should happen but I don't know what it should do.
Thank you! I was gonna add effects when you get doubles and triples but i ran out of time ;-;
Glad you enjoyed the game :)