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A jam submission

Godspeed GunslingerView game page

High Caliber Physics Platforming Action
Submitted by squid_lawyer (@squid_lawyer_vg) — 2 days, 20 hours before the deadline
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Godspeed Gunslinger's itch.io page

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Comments

Submitted(+1)

The controls feel really really good in this!^^

Love the momentum based movement + after image is nice touch in telling you when you’ve got it, it got really addicting after a short time. I honestly have nothing to say in terms of nitpicks.

Great work, can seeing this becoming really big!

Developer

thanks for playing!

Submitted(+1)

i love the movement, gun feel and the "trail ghost" effect that follows you. you are really good at 2d juice

nitpick: i don't see why i wouldn't want to pick up the gun. why not just equipping it on touching it rather than having to grab it manually?

Developer(+1)

thanks for playing, feedback is much appreciated. I think I originally had it that way because there is a 3 gun limit and guns are eventually supposed to persist between levels, but im not 100% sure i'll stick with that system.

(+1)

Nice game.

I appreciate that you don't die in one hit but once a platformer requires me to conserve momentum from going down slopes I think it has become too difficult for me. I could never beat Dust Force for this reason.

Either way, the game is nice and the guns are a nice touch. Good sound design. 

Keep up the good work.

Developer(+1)

thanks for playing! The game is definitely difficult. Once there are more levels I hope I can make the difficulty curve more gradual.  Feedback is much appreciated.

Submitted(+1)

CONSTRUCTIVE

I wasn't sure what the intent was with the consecutive axe kick balloons, it didn't really feel like I could quickly bounce from one to the next given how weighty the kick is.

It can feel a bit frustating starting from no momentum if I've messed up a movement.

LIKED

I was immediately impressed with the visuals when I opened the game. Very crisp and readable, and the way the protag animates makes it satisfying to control.

The sound design is incredible, as is the feedback from the guns.

I'm having a ton of fun just moving around.

The feedback of hitting something with a gun also feels incredible, moreso the targets. Is it the same noise as Smash64?

The introduction to the magnum was really well set up. It was immediately obvious what to do, and it was very fun to pull it off.

FINAL

Finished both this and last's levels. I really, really like this game. Looking forward to more levels.

Developer(+1)

thanks for playing and thanks for the feedback!

> "I wasn't sure what the intent was with the consecutive axe kick balloons"

since there is a delay to the axe kick i wanted to have a a few low risk challenges that encourage you to land consecutive axe kick bounces to get a feel for the timing. And also I played Hollow Knight one time.

> "the way the protag animates makes it satisfying to control."

very glad to hear this since its pretty much my first attempt at 2d sprite animation. The sprites are placeholder but will be pretty much the same overall shape/animation once i settle on a protag design.

> "The feedback of hitting something with a gun also feels incredible, moreso the targets. Is it the same noise as Smash64?"

I may or may not have sampled/layered a few sfx from melee or went looking for the source stock sfx.

(+1)

I like the premise but it's difficult for me. I found the default controls to be difficult but even after rebinding it was quite difficult. Also, the bullets somehow slow down the game for me.

Developer

thanks for playing! were you running the Linux version? I havent done any testing on Linux yet. 

(1 edit) (+1)

Yes, it's the Linux version and it works fine besides the slow down when bullets appear. That's just because my computer isn't the best.

Developer

thanks, regardless I will look into it because the game should be pretty low-spec friendly. It might be because all bullets extend from rigid bodies.

Submitted(+1)

Like the trill of moving fast and the feel of the guns. Game is a bit hard for me to play casually. Good work on this.

Developer(+1)

thanks for playing!

Submitted(+1)

That was a lot of fun, it's a nice little platformer.  Is the art all placeholder? with a nice coat of paint I could see it selling well on Steam.

Developer (1 edit)

thanks for playing, glad to hear you enjoyed it!

The player sprites are all placeholder. The DD69 levels are like 75% visually complete, id like to add some more foreground/background elements and clean up the background tiles. The DD68 levels are all totally placeholder. Enemies / Hazards are not placeholder, but subject to change if i feel like they are clashing with other assets. 

(+1)

the rocket launcher auto-reloads but the other guns seem to not i think?

am i meant to go fast in this game? the mechanics of going blurry and fast when you kick off a wall or go down a slope and the time limits in the last demos made me think it was like a going fast sorta game but i cant tell, i think im supposed to go slow actually maybe?

Developer

thanks for playing again! us movement slop heads need to stick together 

 you are supposed to be able to go fast but also it is hard to always go fast. eventually I would like to add a rank system kind of like Hair Receive Bullet to incentive going fast but I think I'm going to not have any time requirements to unlock levels since people were having a lot of trouble meeting what I thought were pretty lax requirements.

only the shotgun and rocket launcher auto reload currently 

Submitted(+1)

very fun action platformer! a bit too difficult at some points tho

Developer

thanks for playing! some of these levels are definitely on the harder side

Developer

DD69

  • there are 5 new levels
  • there are many new hazards and a proper enemy with basic AI
  • controls are re-bindable, controller support in download version only
  • the DD69  levels are probably a bit harder, if you get stuck try the DD68 levels