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Start Killing Slop's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #115 | 3.045 | 3.045 |
| Theme relevance | #135 | 3.364 | 3.364 |
| Sounds | #196 | 2.545 | 2.545 |
| Overall | #213 | 2.773 | 2.773 |
| End-of-life plan | #257 | 2.773 | 2.773 |
| Graphics | #274 | 2.136 | 2.136 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
End life plan
The game will stay on itch.
Transparency note
I used AI to learn about the latest features in Godot that were not covered by other sources.
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Comments
cute and fun Nice !
The title is a good joke. "Start Killing Slop" playing off "Stop Killing Games" flips the campaign's name and turns it into a comment on disposable games at the same time. Anyone who knows the jam smiles at that. And saying openly that it's your first jam and you made everything yourself is the right way to show up.
The red brick floor has decent texture and contrasts readably with the green enemies. The HUD is lean and in the right place, HighScore and Score top left, ammo at the bottom, nothing in the way. Controls are on the page and are exactly what you'd expect.
The main thing to fix, and it's a big one: the player is a FLOATING GUN WITH NO BODY. It took me a while to work out where I even was on screen. I assumed all the green shapes were enemies and that I was somehow off camera, and I only realised when I fired and the gun rotated. Drawing a body under the gun, even just a circle, fixes that completely and would change the whole first minute for every player.
Second: the enemies are irregular green blobs with no face and no facing direction, so you can't tell where they're heading or whether they're about to hit you. Even a single eye or a pointed front would help.
Third: I fired and the score stayed at 0. I don't know whether I missed or whether enemies take several hits, because there's no hit feedback at all, no flash, no sound, no number. Adding any one of those three would make shooting feel real. Also the first click on the canvas only takes focus rather than firing.
For a first jam the fundamentals are there, you move, you shoot, there's ammo and a score. The priority is simple: show the player, and confirm the hit. One note on the end of life criterion, since it's scored here: "the game will stay on itch" leaves it entirely dependent on the platform. A downloadable build would cost you nothing and fits the jam.
Boom! Welcome to the world of game jamming, we hope you stay and keep making cool shit. This is a nice little run-and-gunner, the sounds used are sooo juicy and work really well along with the blood splat particles. Sometimes I'd kill a Slop and it'd give me three points which I'm unsure of why, something to do with how fast you kill them?
There are some things that could be polished to add to a nicer game feel: camera shake, text popups of how many points you got from a kill. This would make the game feel and look sicker and thicker, but it wouldn't necessarily make it a nicer feeling experience. The one thing I would suggest changing when it comes to game logic is making sure that enemies can't spawn within X units of you, there were a few times when a Slop would spawn right where I am, killing me instantly. I found that the ideal strategy was to just hug the wall. Having them spawn outside of the camera view would give the player some time to react to approaching enemies.
All that being said, this is a solid first jam entry! Keep at it!
Thank you! The problem is that multiple enemies are appearing at the exact same spots due to me placing spawnpoints instead of random spawning. I did intend on adding more polish and spice to my game, but not only is this my first Game Jam game, it is also my first Godot game and my second game ever. The suggestions you gave me can be a good way for me to learn new things to expand my game and I very much appreciate it :)
Second game ever! Hell yeah dude!
Good game!
Congrats on your first game jam!
Gameplay is simple, but functional
Would be nice to see more varied enemies and maybe some weapon upgrades if you flesh this out
One nitpick would be to have dedicated spawning zones, since I died due to having a zombie literally spawn on top of me lol
Thank you very much! The idea was there from the start and I do plan to expand my game more if I am able to. (No promises unfortunately)
Really fun loop, the SFX are amazing, the game was pretty solid.
One thing to keep in mind later is polish your game feel a bit more. The controls were fine, yet it seemed as if nothing had real impact.
Another thing to keep in mind is that i got jumped by zombies that spawned next to me more than once. If you use spawners, try making them check for the distance to the player
Thank you! I did want to make a more fluid and balanced game, but first I prioritised every basic mechanic I needed for a top down shooter to make it work. Also, I do intend to add a different spawning mechanic.
That's amazing! Your game is pretty fun. Just needs a little juice
Fun game, There was a bit of studdering though
I really liked the sound effects!
Fun game loop!
Are those zombies? ( I just thought that because they are green)
Fun game by the way!
Yep. My initial plan was to make them humans with smarter and more dangerous AI, but with time constraints, I stuck with what I knew.
Cute. :D I like it . a solid first Jam entry :)
Simple but fun!
I really liked it! I would like this fleshed out a bit more into a full game but for what's there is great!
Thank you! I do want to learn how to implement new mechanics if I am able to.