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A jam submission

Taking care of the trashView game page

A shooter where you take care of the trash
Submitted by Feldd — 1 hour, 21 minutes before the deadline
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Taking care of the trash's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#73.5883.588
Creativity and Theme#133.7063.706
Overall#133.3973.397
Audio#182.9412.941
Visuals#193.3533.353

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

It's an interesting solution, but I'm honestly feeling a bit dizzy x)

Submitted(+1)

very creative use of the theme, and i truly love the visuals. i didn't have any performance issues past the initial loading you warn about when booting up the game. also, i think movement feels very responsive and satisfactory, as does the shooting (though i do think you could have used a more pleasant sound effect for the shotgun and it would have made it all the more appealing to blast those trash bags!)

level design was good in my opinion, the last level being the only one i didn't enjoy.

the music was very good, although i think it could have looped a bit better, because i could tell when the song was restarting, and that can be a bit distracting (at least for me), but a very cool song nevertheless.

overall, i think it's a very good game, and the best thing is that from what i read in the game's page, you already know what to improve for your next game, so that's really cool for you.

Developer(+1)

Thanks for the extensive feedback! It's really appreciated :D

Submitted(+1)

So fun! I really liked the movement and the feeling we get when we're strafing - and the camera tilt? Chef kiss 🫴

Developer

Thanks for the feedback :D

Submitted(+2)

Really cool idea! I love how it connects to the theme. The game is really fun, altho it laggs for me a bit. The levels get harder and harder so its really a challenge

Developer

Hi, thanks for your feedback! The lag in the beginning is normal (everything is loading), I should add a loading screen, but haven't gotten to learning it yet (this will be for the next jam). I've tried taking trimeshes amount/ draw calls/ objects/ VRAM ... into account, but optimizing a 3D-game for a web build turns out to be pretty hard. For me it runs fine, but this is of course difficult to say for other people.  I'll take it into account for my next jam!

Thanks again for the feedback :D

Submitted(+1)

Really good game. The movement felt polished, but there is one bug(I am not sure if it only happened to me), where the aim randomly goes crazy for a split second. However, the lack of a crosshair added more intensity to the gameplay, which is a good thing in my opinion. 

There is one thing I slightly disliked, which was the design of the last level. Those spaces near the walls made me restart the round many times because I kept getting stuck. 

The textures and overall visuals are on point, and the game looks and feel polished. 

Also I am quite interested in the technical aspects of your game: how you coded the movement, the design of the tutorial, models and textures. This is because I would like to make games with this art style as well, but I find it a bit hard. 

Developer(+1)

Hi, thanks for the extensive feedback!

First of all, could you elaborate on the bug? Where did you find it/ When did or does it happen?  I would like to recreate it and see where it goes wrong. 

Your completely right when it comes to the last level, it's my first time doing level design and this was my only solution to a difficult and last level. I'll take it into account for the next game jams though. 

When it comes down to the technical aspects, I'll use bullet points:

  • Coding in general: I've recently finished a course on Udemy, 'Complete 3D Godot 4 Game Development Course' by Richard Allbert and Martyna Olivares. I don't know if you use Godot, but this course has helped me a lot, much more than YouTube tutorials ever could. You can tell that it's been given by a professional programmer. It's a lot, +- 40 hours of lectures, but every second is worth it. The last section is a Quake-like which teaches you the fundamentals of a shooter. I don't remember the pricing anymore, but a couple of times in a month, Udemy has a sale, which allows you to buy courses for between 10-15 euros. I highly recommend it!
  • Visuals: I'm still searching for my style (I'm inspired by Ultrakill though), and I have yet to find resources for this. I've used Blender for a couple of 100 hours, but never got what I wanted. Then I switched to Blockbench, which is usually for Minecraft models, but you can also make low poly models with it. The big upside, is that it's so simple to use, easy going, and you can texture paint the models very easily with layers (which has a huge impact! You can use a base layer, darken layer for shadows, and a lighten layer for highlights). The downside though is that there aren't a lot of tutorials on the internet. I also don't think the documentation is that well written, so for me, it's still figuring things out as I go along. But I do know that my style lies in that direction, I just have a long way yet to go... 
  • Textures: I try to take pictures in real-life to use as textures, but this isn't always possible. Therefore I use 'Polyhaven.com' if I need any other textures. Then I resize it in Krita, and if there are seams I make it seamless. I aim for a resolution of 64x64, but it can sometimes differ. In Aseprite, I reduce the amount of colors to 16 or 32. That's basically it. 

Game development is indeed hard, and it doesn't get any easier (I'm sure everybody in this game jam knows XD). When I try 10 different things out, 9 of them don't work. If I find an approach that works, I make sure to document it in a Word document so I won't forget it. At a certain point, there simply isn't anybody holding your hand anymore with tutorials, and it's up to us, aspiring game developers, to struggle with this fact. I also believe this is the only way to create our own style, by struggling. 

Thanks again for your feedback◝(ᵔᗜᵔ)◜

Submitted(+1)

the game is so cool, i love how it becomes harder with each round, and the movement is buttery smooth, would be more interesting if u added more mechanics such as dashing!

Developer(+1)

Thanks! I'll keep that in mind for the next game jam :D

Submitted(+1)

Overall a fun game! The movement was the highlight for me, it really felt like I was zoomin. I would have liked to see the level design play into this more, a few more open spaces to zoom around and take care of that trash. 

Developer

Thanks for the feedback! It's my first time doing a shooter (and level design for a matter of fact) and I found it difficult to create spaces for just one enemy. I fully agree with you, having more open spaces would be cool, but then I would probably need an enemy which forces the player to come closer, and I didn't have enough time for that now. I'll keep it in mind for the next game jam though :D