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DETRITUS.'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #23 | 3.784 | 3.784 |
| Fun | #23 | 3.757 | 3.757 |
| Graphics | #26 | 4.162 | 4.162 |
| Theme | #29 | 4.081 | 4.081 |
| Overall | #34 | 3.625 | 3.625 |
| Controls | #50 | 3.432 | 3.432 |
| Accessibility | #61 | 3.000 | 3.000 |
| Originality | #107 | 3.162 | 3.162 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.7
Theme Interpretation
PSX Style, Boomer Shooter mechanics
Wildcards Used
M is for Mega
Include something disproportionately large
Looming in the Distance
Add an entity that creepily lies in the distance
Discord Username(s)
@spoooky. , @piracosta
GWJ Participation Level
1
Team Size
2
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
Uff that boss fight is very intense. Couldn't beat it. I don't know, it didn't throw those green spike ball very ofter and I was smashed by the big guys all the time. And there were some wierd collision that didn't let me move around the arena. In the first level, I avoided the center at all cost. Falling in there was a death sentence. It wasn't that easy to jump out there with too many enemies around. But the concept, gameplay, style and music of the game are great! I would love to see more complete game like this.
Yeah unfortunately the boss bugged out when I exported the game for the last time -- I had it working on my first export, but I realized I needed to fix something (completely unrelated thing), and when I re-exported it, the bosses' animations weren't set correctly and it did not shoot projectiles for 2/3 of its attack animations. As for falling into the pit, it's a bit of a byproduct of not having time to include a tutorial, but it's meant for you to use the shotgun to propel yourself upwards! Shotgun shots will apply a backwards force to you additive-ly to your current velocity, so jumping and shooting straight down will send you straight up out of the pit!
Definitely a lot of stuff I wish I could have included/fixed (#1 would have been a tutorial, big miss on that, but I know for next game jam!), but I definitely want to re-visit this game in the future as a longer project. Thanks so much for playing and for your feedback!
Super fun and very impressive for the time. Really did well with a tight, well-executed vision. Sound and visuals were great. Highly appreciated the customizable controls and sensitivity. Not much you could improve on this, but if I had to come up with gripes, it can be hard to spot the final remaining enemy if it's stuck in a weird location, and the visual filters made that a bit harder. And I kept getting stuck in the pit but I think that was just a skill issue :D
Totally agree on finding the last enemy, I also ran into this quite often in play-tests after I had submitted. In the future, I'd likely add a very obvious outline shader of some sort on enemies if they are the last 2-3 alive and none have taken damage for like 5 or so seconds.
As for the pit, I mentioned this in the reply above you, but the idea is for you to use the shotgun as a launcher out of it! I didn't get to include a tutorial unfortunately, but the shotgun will add velocity in the opposite direction of where you're aiming when you shoot, so you can use it while already having upwards velocity from jumping, and you'll have a ton of velocity to get out. There's also a few other movement techs that make it a bit easier, such as slide jumping will give you a bit greater vertical velocity which will help a lot with jumping out. Again, that's the problem with not having a proper tutorial ('tis my first game jam, so I did not realize the importance of it, but I honestly really should have!), but you live and you learn. Thanks so much for playing, I really appreciate your feedback!
Nice to see a game that honestly shows the hard work our trash collectors and garbage workers put in every day. A hard job that requires a strong union, clearly, with all the filth constantly attacking them.
Amazing game! Boomer approved! The controls are great. Sliding into a dash feels amazing, as it should.
I couldn’t finish the boss fight at all. You’re supposed to reflect its bullets, but I never saw it shooting, and I was looking at it for quite a while.
Getting out of the pit on the first level is kind of hard. Took me quite a few tries to get right. And some more feedback when you hit an enemy would be great.
Absolutely agree on your points! Better hit feedback would have been huge for sure; and it is also unfortunately the case that the boss bugged out for this specific export, normally the boss would attack much much more, meaning you'd kill it way faster since it's own projectiles do a ton of damage to it too. Either way, thanks for playing, I appreciate your feedback!
Can't believe you made it in 1 week, impressive. I don't really have any suggestions for improvement, every time I came up with one I realised it's actually in the game already.
Love the boom shooter idea and it performs surprisingly well on the web browser. Learning to balance the katana with the gun to conserve ammo was a neat idea as well. The boss was cool too, though I was getting a bit impatient sometimes waiting for its projectile to shoot so I could parry it and do damage, and given that the ammo pickups are fairly scarce, it was definitely a nail bitter towards the end. But yeah really fun, nice job
A sweet little boomer shooter! Movement felt great, but ammo and health pickups felt a bit hard to come by. Nice game!
Very cool. I love the aesthetic and the sound design and music is fantastic. Could have benefited massively from even a brief tutorial but I understand how it is in a jam. I also feel like there is not a lot of feedback when shooting enemies with the gun. Kinda hard to tell if you are even hitting them most of the time. It doesn't help that each bullet is relatively weak, especially from the shotgun it feels like. On the other hand the parry feels amazing and is super juicy! I saw the other comments so I know the boss is glitched but yeah I had to tap out after a while because the projectiles would spawn maybe once a minute for me and usually I would not even notice haha. This is a super sick game overall and its very impressive it was made in 9 days!
Yeah, I struggled with ways to make hit detection feel good, I had pretty loud hit sounds, but they got really annoying on fast shooting weapons; though now that I think about it, just flashing the enemy white or something briefly would have been enough!
The shotgun is actually super powerful, but you have to get really close, each pellet does a decent amount of damage (a little under half of each revolver round, I think?) but it shoots a lot of pellets and has quite a bit of spread. In my testing, I would find myself ONLY using the shotgun because it was so powerful and it launched you, so there'd be no reason to switch haha. There is also some critical hit spots on enemies such as the little guys' eyeball and the skeleton's head (though there's no way to know that because of a lack of tutorial....).
Completely understandable points, and I appreciate you playing and giving feedback! Very useful info to know for my next game!
very rad
Thanks so much for playing!! Appreciate it!
I am a simple man. I see boomer shooter, I play. I really enjoyed the movement here! I think if you had a bit more time this could turn into a full fledged game! The aesthetic is great.
Thanks for playing! I'm also a huge fan of boomer shooters, if you couldn't tell! I definitely might expand on this idea sometime in the future, but I'd definitely re-work a lot of the systems from the ground-up first. I had a lot of ideas floating around, but simply not enough time in the week, sadly.
The visual style is awesome, but I ran out of ammo and ammo pickups quite early and couldn't figure out how to replenish them. The mouse controls also felt really weird on my browser: moving the mouse a little bit wouldn't do anything, and moving it quickly made it sorta jump around. However, with a good tutorial, I'm sure all my "don't know how to play" issues will be resolved. I felt like I was sitting inside an airplane with no idea how to pilot it XD
Hey, thanks for playing! Both ammo and health drops drop from enemies on a random chance, but there are usually quite a few scattered around the level that are guaranteed to spawn. I'm also not too sure what happened with your mouse controls, but I do know that Firefox behaves really weirdly with web games (in my experience at least, I've had other games in this jam give me issues on Firefox), so maybe try using Chrome, if you're not already!
I do agree though that a tutorial would have been great; I had already pulled 2 all nighters on the last days of the jam and all I had time for was putting in the boss fight, but I definitely do wish I had put at least something in! Definitely a learning experience for me, thank you for the feedback!
It works great on chromium! With the mouse movement now super smooth, I found it a hard but fun experience, as many other commenters have said. The parry mechanic feels great to pull off!
Thanks for giving it another try! I appreciate your feedback; I actually looked into it a bit and I believe some of the issues caused on Firefox might have been due to me enabling SharedArrayBuffer (as the internet told me to do with Godot games...) but it doesn't seem like it was actually necessary and was actually breaking some stuff. 100% it works much better on Chromium browsers but hopefully for any future players it should at least behave on others now!
The game feels great to play, jump and shoot around. Especially the deflection mechanic
It's very difficult though.
The thing I have most problems with is the boss. While conceptually it's great, the fight feels very random. As far as I noticed the time the boss takes after shooting at the player and before the next shot is random. And this sometimes makes the fight very drawn out, if you get bad rng, but the number of enemies keeps growing no matter what. It would also be nice If the boss shooting the bullet was more telegraphed than just through an animation, prehaps a sound effect or some additional light effect?
One last thing was that when I finally beat the boss, the enemies kept spawning. I thought the game was broken, but decided to keep playing. Only after a few minutes, after I was starting to consider that there is no win screen or that my game is broken, they stopped spawning an the door opened. I think that was way too long of a wait after beating the boss.
But even with the problems I had, this was still a blast to play. Very well done!
Yeahhh, I went into a little more detail in another reply, but the boss fight in this version I exported is for some reason broken cause of Godot randomly deleting animation data. Normally there would be basically no real delay between the boss attacking. There also is some sound effects for the boss shooting projectiles but it's probably waaayy too quiet or not obvious enough, definitely on me!
Also, you might've gotten unlucky with an enemy wave spawning right as you killed it, as it'll wait for all enemies to be cleared before opening the exit door. Hindsight I probably would have made it so that if you kill the boss within a time period of a wave spawning, it'd just clear them out for you, or at least cancel the current wave from spawning further. Very good points though, thanks for playing and for the feedback!
I really like the visuals and music. Movement and combat feels great too. I wasn't able to beat the boss though, not sure how you use his projectiles to attack him. Also the health and ammo text are making it hard to see how much of these stats you actually have.
Unfortunately I didn't have much time by the end of the jam to explain a lot of the mechanics in the game, so I totally get it. There is also unfortunately a bug with the bosses animation in this build for whatever reason (that I somehow didn't catch...) which causes them to not shoot projectiles half the time. The idea is supposed to be it shoots projectiles relatively frequently, and you'd press F to deflect them back at it, buut it is a little hard to know that without a proper tutorial haha.
Also agreed on the UI! It was basically my first real attempt at making a (semi) stylized UI, and I definitely see how that can kinda be detrimental to gameplay. Will definitely keep that in mind for next time!
Yea I felt like you have to use your sword on them, but that didn't work for me, so I don't know if it was bugged or maybe I was just missing it. It was hard to test with how little of them spawned. Also it was hard to see when a projectile spawns when fighting enemies, so maybe having some type of sound that it's coming would help.
There actually is a sound! It's honestly just really quiet though. But yeah, the boss projectile spawning was a bit bugged, unfortunately. Whenever I'd re-export the model for it from Blender, it'd wipe my animation data in Godot, and that was where the projectile spawning logic was being called from. If I had more time I deeeefinitely would have improved this aspect of the game though, very thankful for your feedback!
Movement is so slick very good job. I do have a suggestion for the enemy ball projectiles that follow you, I feel as if you should be able to shoot them so they disappear. Mainly because they are so quick, if they were slower I dont think id have the same opinion. Otherwise very nice
Yeah, I do agree. The idea was that the deflect mechanic would come in handy for dealing with projectiles, but that mechanic was added suuper last minute, so I didn't properly balance it and as such it isn't super handy to deflect 4 projectiles all at once especially if some circle back from behind you haha. On hindsight, yeah I agree being able to shoot them out of the sky or some other way of dealing with them would be a lot better. Thanks for your feedback and for playing!
lol I forgot abt deflecting so that's on me, but I think if anything both should be in the game, since shooting is a safer way of dealing with them, while parrying will allow some risk/reward with extra damage from the deflection, score if it were to be added in the future, etc. both something like that but ya no problem man
Nice!! Super fun!
Thanks for playing!!
The style is incredible!!!
Thanks so much! I loved the style of your game as well!
visuals is insane, i like this game a lot
Thank you very much! I appreciate you playing!
You made Doom in a week? Nice!
It was definitely tough to try and get all I wanted in, but I hope I did old boomer shooters justice haha
You made Doom in a week? Nice!
I love the visuals and the concept! All the models are great, and I enjoyed surviving each round. The only suggestion I have is to let me adjust the mouse sensitivity inside of the game instead of only at the main menu. Otherwise, amazing work!
Hi, thanks so much! You actually already can adjust mouse sensitivity inside of the game, there's an options menu in the pause menu where you can adjust it there!