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SpinLock's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity & Theme | #363 | 4.029 | 4.029 |
| Enjoyment | #470 | 3.686 | 3.686 |
| Overall | #570 | 3.629 | 3.629 |
| Seriousness | #673 | 3.686 | 3.686 |
| Visuals | #764 | 3.686 | 3.686 |
| Audio | #1155 | 3.057 | 3.057 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Unreal Engine
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Comments
It's mind-blowing to me that someone managed to create an online multiplayer game in just a week... Great work!
Thanks for playing!
Awesome project themainstark! Must’ve been very daunting creating a multiplayer game in such a small time frame, but you excellently pulled it off!
Thanks so much!
Amazing game!
Thank you!
Super impressive! I found myself using the railgun 100% of the time haha. It was just so satisfying to 1-tap enemies! I was almost done with the 5-long code when the server said I ran out of time, but I enjoyed what I was able to finish. I'll have to get some friends online with me next time :)
Thanks for playing! I'm trying to get a bunch of people online at the same time on Sunday at 6 PM PST if you and your friends are around. Would love some trailer content with 10+ people
I'm seriously impressed that you hand-crafted so many weapons and enemy designs in just seven days! This is another game that requires the ultimate system specs: a friend!
I just missed you! I'm streaming atm experimenting a bit further if you want to jump back online
(if not, thanks for playing!)
The part I enjoyed most is communicating with my single teammate with the limited options, the whole arena is also very menacing!
The shooting itself was actually pretty boring. The weapons are all very similar, shooting is super simple, dodging is just moving in one direction and there is too much heals I'd say.
I'm also not a big fan of just guessing the password.
No background music :(
Having multiplayer in a jam is impressive (I'd say too risky, but I got a teammate so it worked out)
Overall the teamwork part was super fun, but shooting is just boring, it should be more challenging. Cool menacing map and nice retro graphics :)
Awesome - thanks for playing! That was me - GG!
Originally I had the map quite hard... enemies did more damage and ammo was scarce much more limiting. For the jam tho it just made the matches wayyyyy too long. So I made all the weapons OP to just goof around and have fun.
For the puzzle system I had to cut some workstation-ish things and hints to make it more "thinkering" as the scope was getting out of hand.
I wanted to do all the art for the project and ran out of time for the music - was planning some atmospheric stuff to enhance those menacing vibes.
Agree with many of your points - had a blast playing with you! Thanks for the feedback!
Legendary project and legendary maker. Thanks for having me play!
Thanks for playing with me and rocket jumping! GG
This feels so nostalgic! The weapons are super cool to use. Seriously impressive work for a 1-week project, it's very fun!
Thanks for playing!
I couldn’t find anyone to play multiplayer with unfortunately, so I only tried it in single player, but this looks like a very ambitious solo project. The concept is really neat, and I like the visual style. It has a lot of potential for further expansion.
Thank you for playing!
Can't believe this was done by 1 person in a week! sadly i didnt test the multiplayer. One thing that i wanted to add is player feedback could be improved otherwise very ambitious project and stellar execution!
Thank you for playing!
This is ridiculous. Very fun with multiple people in the game. Incredible job for a one-week solo project. The weapons felt cool and varied, and the whole premise with the codes and then finding the right rune at the end is really cool. Incredible graphical vibes too, really nostalgic. Amazing!
Thank you so much for playing!
Great Co-Op - It was fun to switch between weapons so often. I don't know how you made the map, but if you have never heard of trench broom before you might like it. You can make some sweet quake maps reeally fast and import them into ur game not without too much difficulty.
I have heard of it! Unreal Engine actually has built in 3D modeling, rigging and animation tools I used for this project. For a retro game like Quake it worked WONDERFULLY
I did pull out the Wally app for textures too!
First Co-op jam game I played and it was 10/10. One of those experiences that is already incredibly impressive for 1 week jam, but definitely want to play more! Very awesome 90s vibe, you got this locked in big time. Crazy talent, GGs, nice work my man :)
Thanks a ton for playing - was awesome to see 5+ people running around!
so much fun playing with you guys, that was sick!
<3 <3!
dude of course! Thank you for making such a fun experience
I did re-cut on my trailer to include a small clip of everyone playing!
Ooo let's goo!! That's so sick, thank you again for making the game, it was awesome getting a full crew together to play
Hey this is really cool! One of the best I played, I rlly loved that you can rocket jump haha. I had luck that I found another person to play with, and it was very fun, although I think the weapons could use some balancing, because I kept using the rocket launcher, and had no necessity of changing weapons until I had to find the extraction point. And also I think that there is very little feedback when you're attacking a enemy, because at first I didn't really know if I was attacking it until it died. But outside of that, It was a very fun experience! Good job
Thank you so much! I keep my server tab open so when a game instance boots up I log in... GG!
Totally agree on better hit feedback! Originally I had weapons alot weaker and ammo was more scarce like a survival but it made matches wayyyyy too long for a game jam. So I just made most weapons OP + near infinite ammo just for funsies =)
Really cool, it was fun playing with another person! I like the concept and gameplay loop overall, however I do feel like the solution running could be faster, and some movement abilities would be nice!
I actually learned a lot of what I know about unreal blueprint scripting from your coursera course, it is a pleasure seeing you take part in the same game jam!
Thank you for playing - I log in when I see my server start so that was me likely! Definitely had more plans for abilities and had a hint system for codes I had to scrap for scope.
Awesome about Coursera, so happy it helped!!! I know how daunting Unreal was when I first started out and really made sure to put a ton of effort in to that course. =)
Aye its really cool. Thats like a lot of game in 7 days. W work
Thank you! I definitely grinded this one hard as I haven't done a game jam in 5 years or so
This is one of the best 3D games of the jam so far. The core mechanic is incredibly fun, and the visuals undoubtedly earned those 5 stars, the retro aesthetic works really well with the game. It’s a great touch that it can be played with friends (unfortunately i have no friends to play with). I think the music is very well done, especially considering it was all recorded.
It was a really good game for just one week of development.
You made this in a week??? net code, enemy AI, different weapons- puzzles, all of that?? honestly super impressive. Awesome work!!! keep it up :D
Unreal Engine takes care of the foundational net code but I integrated Playfab for dedicated servers and multiplayer logic. Code, 3d models, rigs, animation, textures, vfx, sfx all done in the week - I streamed the event and have VODs on my YouTube!
Thanks so much!
=)
This is seriously impressive for a jam game. The retro Quake/Doom style is awesome, and the fact that you got a co-op multiplayer extraction/wave defense game working in a week is wild. I really liked the old-school visuals, the rail gun felt great, and I could see this being really fun with a group.
The gameplay was a little confusing at first and could maybe use some clearer direction/UX, especially around the code mechanic, but once it clicks it has a really cool vibe. Great work - this is one of the more technically impressive entries I’ve seen.
Thanks so much! Totally agree on the UX of the puzzle, I originally wanted a hint system where players had to find clues and if you had too many wrong tries bad things would happen to your team - enemies/traps. But I knew I had to cut scope and keep it simple.
HOW DID YOU MAKE THIS IN A WEEK???? vibes reminded me of the ENA series, which i love. i may suck at most of these games but it doesnt mean i dont enjoy them!!
Haha yea, I went kinda hardcore and put in somewhere around 80 - 100 hours based on my VODs... lol
Thanks for playing!
WOAH thats a lot of time- well done on making something so cool in such a short amount of time tho!!!
<3