Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Full Metal NunView game page

Sister Hel only has 7 seconds to live. Teleport through bullets and smite heretic bots by invoking Judgement.
Submitted by Heaviin — 3 days, 59 minutes before the deadline
Add to collection

Play game

Full Metal Nun's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#10264.0314.031
Audio#11023.5383.538
Enjoyment#21373.4623.462
Creativity#25963.6773.677
Narrative#52442.3082.308

Ranked from 65 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?
The player "Sister Hel" has two countdown timers. One that they must recharge by defeating enemies or they'll die. And another countdown where their Relics recharge after usage.

(Optional) Please credit all assets you've used
See description for full credits

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 48 to 29 of 48 · Next page · Last page
Submitted

Here's a playtest!

Submitted

You've got something here. The connectedness of the crosses make it feel like everything inside the shape will die, not just zap the corners.

The music is fitting, though it ends abruptly on loss.

Good work!

Submitted

The game as potential. I see that people have a hard time with the controls, this control scheme is strange at first, but I believe that you can do something great with it. I really like the mood, great cyberpunk music, nice visuals, interesting take on the nuns punishing the machines lol. Interested in what you'll do with this project.

Submitted

There’s a lot of great polish here, some cool 3D work which is always impressive in a jam! I like how high-octane it is, with the fast-paced timed gameplay, and the sleek visuals & juice (screen effects, slashes, etc.) really help with that feeling. I like the spatial aspect of the combat too.

I did find it a little bit awkward to play? The way the character jumps around with the attacks feels odd, and means my camera won’t stay still to let me draw accurately. It also gets stuck in walls a lot. The timer is also really short right from the get-go, and if you don’t kill an enemy for literally a second (easy to do if the camera doesn’t behave) the run ends immediately. I wasn’t able to get far enough to see a lot of upgrades, unfortunately. In general I agree with some other commenters that I didn’t feel I had complete control over my character. Making the movement/camera more friendly to the player would really help redirect focus onto that cool positioning/shape-drawing aspect.

Still, I love the energy in this one! Nice work!

Submitted(+1)

The visuals and music are quite cool! I also like trying to form shapes to nuke the monsters--fair bit of tactical interest with the positioning, on that end. 

I agree with some of the other comments that the movement does feel as thought it fights me a little, or that I don't really have 100% control. It would be worth examining this if you want to continue development. 

Developer

Thank you, I'm glad you like the visuals and music and smiting enemies! Can you elaborate on feeling like the movement fights you and you don't feel 100% in control? Is it because of the camera, lag, the teleportation and movement speed or something else entirely? That'd be really helpful feedback, thank you again!

Submitted

Specifically I had the feeling that the character somehow doesn't quite move where I'm pointing, maybe it is just a long response time. I noticed this particularly when close to the edge of the arena. I think perhaps it's some combination of lag and the fact that the character just constantly moves of it's own accord, although the game did not look laggy when I played it, maybe it had input delay rather than dropping frames.

So I opened the game again just now to refresh my memory and look closely, and I think this feeling is a combination of three things:

1) The character moves constantly toward the cursor without some sort of button input--low tactile connection makes if feel as though I'm not in control.

2) The screen zooms out as I place smite anchors--variable zoom is often disorienting in isometric ARPGs.

3) A little lag--honestly performance is pretty decent on my rig, but if someone is getting a lot of delay it will definitely seem like the character has a mind of it's own due to point 1) above.

Submitted(+1)

This game reminds me of Nitrome's Thin Ice (less chill though haha) The overall vibe of the game is really well built, visuals and music. I wish there were a way to control the player via keyboard, and maybe it would be cool to have it in FPV, more like Mirror's Edge. Nevertheless, great entry! Congrats!

Developer(+1)

Wow I checked out Nitrome's Thin Ice for the first time and it really does have similar mechanics! It's really cool to see how entirely different Devs can independently reach similar core gameplay.

Originally, you could actually control movement with WASD but I found it not really necessary, I can definitely add it as alternative keybinds though post jam. I'm really happy you enjoyed the game's vibe, thank you for playing!

Submitted(+1)

This game looks awesome, music fits really well, and is very fun to play. The teleporting around while trying to surround as many enemies as possible while avoiding them, all controlled by the mouse at the same time, worked really well and was very satisfying. Congrats to the team!

Developer

Really happy you enjoyed playing the game and it's audiovisuals. Thank you for playing!

Submitted(+1)

Wow what a cool Geometry-learning game, JK lol! I enjoyed it and played multiple times. The judement impact VFX is very responsive and satisfying. The music you chose also fits in well and gives the game intense feeling. I didn't use much "Q" though as most of time I'm focused on navigating and forming the triangle. Also wondering how do I accquire relics, is there any hint? Great entry and polish level!

Developer(+1)

I'm really glad you found the gameplay engaging and the juice satisfying! I was focused on invoking Judgement to feel as cool as possible. For "Q" and pulse weapon I'm realising that it would probably be necessary when waves progress and enemies fill up the arena and you need some kind of crowd control.

To get relics, simply keep purging enemies and you'll find your Revelation meter on the left filling up. Once its 100% you'll find a relic dropped in the arena. It's on me though because you don't really get any SFX that something dropped or that it even exists in the arena, I'll be fixing that post-jam.

Again, thank you for playing!

Submitted(+1)

Very cool! Will try again once you have more update!

Submitted(+1)

Teleporting to the cursor whenever you placed a cross is a very creative mechanic. I couldn’t have imagined that this one thing would change gameplay that much! Also very polished with graphics and music :) Great game!

Developer(+1)

Yeah honestly when I first started out the jam I had no idea i'd even end up with the whole teleport to cursor and smite loop. Thank you for playing, I'm glad you found the core mechanics creative and the audiovisuals good!

Submitted(+1)

Great game, both the gameplay and presentation are incredibly sleek! The start of a run was the most difficult part, but it only got easier as more enemies got introduced (easier to get kills). The timer is really tight in a good way, it kept me on the edge of my seat. I think a boss fight with these mechanics would be really fun.

Developer

Thank you, really happy you found the gameplay and presentation sleek! The difficulty spike at the beginning is indeed unintended and the curve should probably be going from easy to hard, not the reverse 😅 I've been toying with the idea of adding a boss fight, but due to how you only attack by crossing and smiting traditional boss fights don't really suit FMN. Do you have any suggestions for what a boss fight could include or its mechanic?

Submitted

Something like the Minecraft ender dragon boss comes to mind: first needing to destroy a bunch of crystals around the arena whilst dodging attacks, then damaging the boss but only during moments of vulnerability. Just an idea to get you thinking :)

Submitted(+1)

nice art and sound!

Developer

Thank you!!

Submitted(+1)

Very cool! If you have time you should rate our game as well!

Developer

Thank you, I will!

Submitted

Wow it looks so polished! Art and graphics are amazing and the gameplay very cool! 

Developer

Glad you liked the visuals and gameplay, thank you for playing!

Submitted(+1)

I'm not playing for the best time (the best time was 3.17, other runs were sometimes slower, sometimes closer). I'm sure someone managed to last up to 10 minutes. It's more about what it takes.

The visuals are stunning. The effects are excellent. The sound is good. The animation is smooth.

My personal opinion: I would remove the walls; the character disappears into them (especially from below). As an example, imagine there's no visual limitation on the platform from which you can fall (we're somewhere in the air; there are no walls).

But YES, it's a really good, addictive game that keeps you hooked time after time. Where time without action is not your friend.

Developer

Actually lasting up to 10 minutes is pretty hard (my personal best is 11 and I'm the dev... Sike...) so lasting 3 minutes is very solid!  Glad you found the visuals and audio good.

The walls were a leftover when I was planning to make it a traditional third person action game, but your suggestion to remove them and actually make it an aerial/floating arena is genius!! It even gave me ideas for additional levels and combinations due to the hexagon arena shape. Thank you for the awesome feedback and for playing!

Submitted(+1)

what a cool concept! the music and effects make this super memorable. great job!

Developer

Thank you, I'm happy you liked them!

Submitted(+1)

Awesome music, the visuals were really nice too, all the elements have a sharp contrast to one another so it was very easy to see where the enemies were, and where my attacks were going to land. Sometimes my camera would be blocked by one of the big statues in the bottom right, because of that i ended up just staying in the middle part of the arena which made it a little more difficult. I also didn't really know why or how I failed some of my runs, I think there could've been a clearer indication of hurt or time running out. I think it's a decent twist to the survivors genre, it's definitely one of the more engaging survivors game, with you actually having to think about your method of attack.

Developer(+1)

You're right on the camera, I was going to add camera occlusion but unfortunately didnt have enough time. A better indication to when your grace is about to run out or damage is definitely on the to-do list. I wasn't really set out to make a survivors-like in the first place and to just make cool action game involving teleportation. So I suppose that's why it turned into a twist on the usual formula.

I'm really glad to hear that the elements are readable and have contrast, that was one of my biggest worried. Thank you for playing and I'm very grateful for your detailed feedback!

Submitted(+1)

This is definitely one of the top 5 games that I enjoyed in this jam. The fast paced combat is so satisfying.

Developer

I'm very happy to hear that and it's a great honour to be one of your top 5, thank you for playing!

Submitted(+1)

Super cool and polished game, especially some cleannnn audio and visuals. My only confusion was when you go out of the blue zone the camera kinda freaks out? Loved it none the less!

Developer

Yep that's just camera hijinks because I didn't have enough time to implement camera occlusion, but really glad to hear you found the audiovisuals very clean. Thank you!

Submitted(+1)

The game play is really cool and the controls are nice. One thing I would add to the game is to increase the count down timer. When starting the game, the timer feels too short and the game abruptly ends when I just start to get immersed in it. But having a game that gets you immersed so quickly is an amazing feat to pull!

Developer

The countdown timer was initially actually much longer than current 7 seconds, but I thought it was too easy and lowered it, so it really backfired on me 😅 really glad to hear you got immersed initially though and went into a flow state, that was one of my main goals with this game. Thank you for the feedback and playing FMN!

Submitted(+1)

Great use of the theme and I thought this was a very original and polished game!

Developer

Thank you, happy to hear you found it really fitting the theme!!

Viewing comments 48 to 29 of 48 · Next page · Last page