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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
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Comments
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
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
True, if sliding gave speed, it would make preserving momentum easier and making the movement more fluent/fun. We may consider following up on it after the 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!
Thanks for the feedback! I believe the issue with the loss of momentum when grappling is caused by the damping formula of the grappling hook. We may fix this issue after the game jam ends! Also thank you for pointing this issue out as I probably would not have noticed on my own.
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!
I didn’t think of the cursor turning red idea, that’s actually a great idea! I found it a bit frustrating when I was grappling and it didn’t hit the wall because it was too far.
Nice game. I didn't know having a cardiac arrest can be so fun :)
Glad you had fun getting a cardiac arrest in this game!
Very fun and rhythmic to play, good job to everyone!
Thank you, glad you had fun playing this game. Our group has worked hard!
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!
Cool idea, we also implemted a hook mechanic. love to see another speedrunalble game!