Really cool speed movement platformer. I appreciate a good challenge and this game provided it! Definitely impressive for the time you had to implement. Well done
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Pacemaker's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1385 | 3.659 | 3.659 |
| Audio | #3354 | 3.000 | 3.000 |
| Narrative | #4955 | 2.366 | 2.366 |
| Creativity | #5701 | 3.024 | 3.024 |
| Artwork | #6743 | 2.561 | 2.561 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
In this game, the player's pacemaker is malfunctioning, meaning the amount of time they have left is constantly counting down.
(Optional) Please credit all assets you've used
View the description for full credits
(Optional) What would you like to be called if GMTK features your game?
voltcutter, Bronbo, sz00
Comments
Its amazing you made this in 4 days, everything feel responsive and the pace is great. Great visual effects aswell
I like the game, the movement felt quite good, weapons were fun to use and landing headshots with revolver was great. Level 3 is honestly quite bad from level design standpoint... you have to just run around and kill everything and try to find a gate, which is quite hidden. Ofcourse the game could have more weapons and so on, but thats not something that would ruin the game for game jam. Overall good job. :)
Very fun game, the parkour and the different guns were fun. I didn't manage to beat level 3 , and level 4 I won first try by cheesing it.
I watched the speed run after beating the final boss, it was interesting seeing how differently we play. Not beating level 3 is a skill issue, but I'm sure I could beat it with enough practice. I did go back to attempt it again, but the revolver was missing so I gave it pass.
I personally never had any issues with the countdown timer (can imagine balancing it is tricky) , except when I fell from the platforms in level 1. It would have been nice to have a restart shortcut, I just jumped in the lava instead.
Also, I think having an optional level timer in one of the corners would replaying levels more fun.
I think level 1 is probably already too difficult of a jump for a lot of players, it should have been more gradual rise in difficulty, especially for a game jam where everyone has different skill levels.
The parkour levels felt more like what the game was supposed to be. Level 3 felt like a bonus level , still fun, I'm just upset I didn't beat it (: . With limited time to design the levels, it's understandable.
Great game, I had a lot of fun. Well done!
Thanks for the feedback! I think we learned a lot from this attempt, especially when it comes to theme implementation and balancing. If we continue developing the game, I think your suggestions would be some of the first we get too! I think we noticed everyone found level 3 to be very difficult. If you watch the speedrun attempt on our itch page, level 3 requires complete mastery of the gameplay mechanics, which I feel is quite a large jump from levels and puts a large expectation on people who've played the game for maybe 10-15 minutes at most? I want to mention our team really enjoyed your game again, by the way!
The movement and combat feel great. The hook is an amazing feature. I really like it! Great job :D
hook feels really good to use but I wish slide would give speed so you could slide jump and stuff like to preserve momentum game is worth following up on post jam
Very cool and ambitious game that tries to pull off a lot of different movement mechanics in one small package! I liked it a lot, my main critiques are loss of momentum when grappling or sliding, and i would have liked to see a bit more bgm than just a drum machine. Good work!
Very nice platform shooter. The movement and the shooting feels really good and get me into the flow.
I would suggest two things:
- make the grappling hook cooldown over the cursor, it get lost in the corner
- make a visual indicator (e.g. cursor turn red) if the hook can be placed here or if its out of range, it is hard to get when a hook is connecting and when not
but besides that well done!
Very nice! Could use some more polishing and I feel like the countdown is a little too aggressive at times. Regardless it was fun.
Thanks for the feedback! I think the concept of a countdown until you get cardiac arrest is a bit hard to balance, especially because other comments we have received have stated that the timer is too lenient. Perhaps we could have implemented the countdown theme in a different way that would be more fun to interact with and easier to balance!
nice job, it's a good game for jam entry, most of my problems with this, are tied to the nature of limited dev times during jams. had a good time with it.
This feels incredibly smooth, the gunplay is surprisingly polished and the hook mechanic is fun!
Very satisfying to swing around, and I love the hitstop on the revolver! I found that some of the levels had so many enemies that killing them meant time didn't matter anymore. I also think there is a bit of a mismatch in mechanics between the grapple, which is released on space, and the sprint, which is done by holding space. It essentially means you can't sprint into a grapple, it gets cancelled instantly, which doesn't feel very satisfying. I don't mean to complain too much though, I had fun with this game, nice entry :)
Thanks for the feedback! Whilst I was testing the game, we added lots of enemies so that new players wouldn’t struggle with time. However, once you actually kill the enemies, you will gain an abundance of time, which is a kind of a flaw with the system. Maybe we could rebalance it so that gaining lots of time leads to a buff and also ticks down time faster! Also, I didn’t consider the possibility of pressing space while grappling, which seems like a really good movement tech that would exist if this bug didn’t get in the way!
i love the parkour and movement (especially the grappling hook), it's vv fun!! unfortunately i'm extremely bad at fps games so i didn't get very far, but i enjoyed what i did play a lot :D
The parkour aspect of this game is seriously inspired, I love how it rewards generating and preserving momentum. It feels really good to play well, since it turns the level into a challenge of keeping speed around turns and obstacles. Great stuff on designing and tuning it!
The Darth Vader voiceline at the end made me chuckle too.
I found the pistol and revolver to be really good used in tandem, though the smg kinda sticks out for being a full auto weapon and not as punchy sounding. Perhaps something that interacts with the timer or energy systems could take its place? The hitstop on the revolver is really neat, too. It absolutely sells the power and pairs well with ripping around the map at mach 2. I'd perhaps ask to only have it trigger on headshots, so it makes it both clear and really rewarding to land the headshots.
I won! And I totally, absolutely did not skip a level...
I genuinely think the theme has not helped you here at all. This game is insanely good, but so punishing because of the timer. I think if it was completely removed; it would be one of the best games I've played this jam, and probably something bigger if you wanted to revisit it. The shooting while grappling and flying through the air is so satisfying, but is hard to enjoy when your heart is about to explode.
For what it's worth I did enjoy it, but I think the time pressure takes energy away from all the other great things about the game to love, but alas that's the theme.
I think the biggest low hanging fruit would be a time slider, or another non-combat means to extend it and take some of the pressure off. I personally would love it if grappling gave you a little time back, and you chain grapples you can claim a good chunk of time back.
The boss fight is wicked, it was a really nice surprise as I wasn't really expecting it. Visually it's nicely consistent and the assets fit together well. The music and sfx are equally good in that respect. The oil slick shader is lovely, and the floating damage text has some really crunchy juice to it.
This is a great game, being shackled a little by the theme I think! Shackles off and you could make this into something bigger. Thank you.
Wow, I really love the feedback. I think this is more so a lesson for us about game development. When we playtested the game we found the timer wasn't limiting our runs at all, but I guess that's because we knew everything about the game. I love the suggestion of having grappling add time back. I think if we decided to pursue this game further, this feedback would be amazing!
The chara controller is really fun, I loved the feeling about jumping and running around, switching between shooting and using my grappling hook. Parkour levels were the most fun in my opinion, I must admit I skipped level 3, I was stuck there and didn't know where to go, and the battle aspect wasn't as fun as the parkour aspect to me. (I loved the grappling hook really was the highlight for me, it's well done and satisfying to use). The boss battle was nice too, though I did wish there was an attack that required you to use your grappling hook, like by making the whole floor lava, forcing you to climb the walls.
The little details are great, the feeling of the headshot and the small angle shift when sliding are very nice touches!
All in all, I had a very good time, well done!
Thanks for your feedback! I agree that level 3 is kind of hard, I felt like it should have been more parkour or shooting focused instead of the maze that it is. And I think your idea of adding a unique lava attack to the boss level would be really fun for the player and engage them with the parkour aspect of the game more.






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