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Frontier's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun Factor | #3 | 3.917 | 3.917 |
| Overall | #12 | 3.583 | 3.583 |
| Visuals | #30 | 3.333 | 3.333 |
| Audio | #32 | 2.833 | 2.833 |
| Originality | #38 | 3.083 | 3.083 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Was your game made solo or in a team?
Solo
Did you use any third party assets?
Nope
Did you choose from one (or more) optional secondary themes?
Nope
Does your game contain any 18+ content?
None
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Comments
Man, if you're motivated enough you totally should IMO. This was really solo? Damn!
Nice selection of music & SFX -- but also well-implemented to behave properly. Also, the VFX work on weapon #2.... I only ever used that during the boss fight for the finisher, basically, but it looked and sounded really good. I love the cel shading, and the weapons swaying with the mouse movements was clean and good-looking and -feeling. As soon as I tried the movement and different weapons out in your tutorial zone, I had a good feeling the game would be a good one lol.
The movement feel is in a good state - I think a little more consistency on how the drill launches (or else a communication about any internal cooldown that might exist, or if there's a charge threshold) would help out a bit with predictability. The player is a bit floaty, which sometimes helps a lot with drilling those airborne drones down, but sometimes leaves the player feeling a little bit vulnerable (drill dashing pretty much lets you dodge everything though - it's really powerful, although dashing around does mean doing little else if you're e.g. fighting the boss). If you could land on drones, it'd be really satisfying to take them down while riding them. Not the exploding ones of course.
Oh yeah, and the weapon balance... Balancing is rare during jams, but weapon 2 definitely felt underpowered for a charged projectile. Minigun running out of ammo quickly was a bit problematic as well, but I ended up just embracing drill-only after a point and found that pretty fun. This is always an interesting problem to solve, because how your weapons are balanced depends on what circumstances you want them to work well in, and how your enemy encounter & somewhat level or character (progression) design facilitate those circumstances arising, so there might be a mechanical justification for choices presented. And then it's up to whether you want a clear-cut player decision-making tree based on those circumstances, or if you'd rather open up the player to play with whatever strategy they want using, using builds, upgrades, or something else.
The boss whacked me a good number of times, but sprinting around him clockwise holding W and A lets you drill the whole first 66% of his HP away in a couiple of seconds without taking any damage. The rest is definitely better handled from range - at least, with how I was moving. I'm sure there's a way. There's always a way for a melee-only run.
This might be my TF2 influence, but holding right click to spin up the minigun pre-emptively without firing would also be pretty sweet. Naturally, jam games have tighter scopes - with a more developed map(s), and maybe some more movement mechanics to make use of well-placed props/walls/platforms etc., this would only get even better. Same with enemy diversity. And, for some people of course, plot lol. The mechanics are going in a very fine direction so far.
All in all, GREAT submission! Seriously good work, keep it up - looking forward to seeing what you do.
I truly appreciate it! I would look forward to actually balancing the game, or infact a whole remake when I decide to sit down and rebuild it
Pretty cool Fps Mech game !
I really liked the cell shaded look for the weapons and enemies, the music was also an absolute banger and fitted the action pretty well and i also liked the “lunge” mechanic for the drill attacks that proved quite helpful for quickly closing the gap with the enemies.
My main gripe is that ammo feels somewhat scarce for a game that puts you into so much action, i’ve spent most of my time attacking enemies with the drill cause i’ve spent my ranged weapons ammo so fast and that even with taking into account that i just only shot when necessary. I feel that larger mags / ammo pools would be nice to balance things out a bit or at least have a way to pickup a bit of ammo when killing ennemies to balance things out, sure the ammo boxes are nice but outside of the bossfight they didn’t show up a whole lot :/
I was able to go all the way to the boss but couldn’t manage to beat its second phase.
Now despite the scarce ammo it’s a pretty solid core gameplay, i feel that if you add a bit more weapons or an upgrade system of sorts you could have this be a cool randomized dungeon fps roguelite for a fuller post jam version.
Especially taking into accont that this was made solo, you did a great job :)
This one is a lot of fun. I love fast movement based stuff, the way the drill can charge up and ram an enemy is quite satisfying. Runs smooth. The visuals are a bit plain but everything is very readable and clear. Great work!
kinda hard but I love it