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A jam submission

Godspeed GunslingerView game page

High Caliber Physics Platforming Action
Submitted by squid_lawyer (@squid_lawyer_vg) — 2 days, 20 hours before the deadline
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Godspeed Gunslinger's itch.io page

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Comments

Submitted (1 edit) (+1)

Great game you are building, keep it up!

Here are some of my thoughts:

• It was good to have remapable controls, but I couldn't use K to jump as it kills the char, I had to remap to WASD keyboard + mouse, but it turns out I can't use A ans S as they are used for weapon swapping, so I had to give it up and plug in my gamepad.
• Graphic are cool and stylish.
• Sounds and music are joyful.
• Checkpoints would be helpful (at least for first levels, or for normal diff if you'll have diff levels).
• Game is very hard, but it was that fun that I gave it more tries than I would usually do, lol.

Developer(+1)

thanks for playing! i dont quite understand the issue you had with rebinding, you can scroll down and rebind switch weapon or kill as well, but maybe there is a bug. almost every comment calls out that the game is really hard lol, i'll have to see where i can smooth things out while still keeping things challenging. feedback is much appreciated!

Submitted(+1)

Sorry, my bad, I didn't notice the scrolling bar in the settings, lol

Submitted(+1)

Fun platformer, but feels devilishly difficult, level 3 filtered me. The again, I'm totally unfamiliar with the genre, but I could appreciate the gun juice and the character animations, these feel awesome!

Haven't subjected myself to the arrow key controls since my flash gaming days though, I'm not sure if that's something one expects in platformer games nowadays but it certainly didn't feel right to me. Neither did having a target reticle cursor in a game without mouse aiming. All minor nitpicks tbh, game's cool.

Developer

thanks for playing! it is devilishly difficult. it is supposed to be challenging but a few levels are a bit too hard or awkward right now. the reticle on the mouse is confusing and i should remove it. thanks for the feedback!

Submitted(+1)

Is good.

 I kept trying to beat the last level of the first chapter with the rocket launcher; I didn't even realize I could switch weapons, and carrying a max of three when the magnum is a fourth weapon and key to the level it appears in is a recipe for pain. Even then, having the player likely to lose most of their health at the start and have to deal with the double turret room is cruel enough that it's the hardest level I think. My instinct is to dodge missiles by jumping just before they hit, but it requires velocity and angling to do in this game, and if you succeed the missile will infinitely fly in circles while the turret can't shoot anymore, and when you try to walk away you'll end up with the missile at your back which is also hard to deal with. If it's all intended that's that, but I feel like the missiles wouldn't lose out for being a bit worse at tracking, or have a timer.

Developer

thanks for playing and thanks for the feedback! that last level is probably way too hard right now. you can pick up weapons with the C key, if you dont already have 3 weapons then it will automatically pick up weapons. I need to make this more obvious since multiple people missed out on the magnum when it first appears. I also think the homing missiles might be a bit too goated so i will try making them a little slower to turn. 

Submitted(+1)

Gameplay very very very good. I don't have much feedback that would be remotely useful at this point.

I suck at platformers. Played mouse and keyboard on the web version, made it to the level that introduces the magnum.

 A few small things. I wasn't able to pick up the magnum. I wish the kick came out faster, but I do like that it can hit multiple targets. Visually very fun, for me reminds me more of jazz jack rabbit (I did not play pizza tower). Is there an art pass planned for the environment. Music is a bit basic but chill, I guess on an existential level, some people would vibe with this and lose themselves in it, but I don't see much of a reason to play for long if it's just blowing up targets and avoiding mines. 

Developer(+1)

thanks for playing and thanks for the feedback! you can pick up weapons with the C key, if you dont already have 3 weapons then it will automatically pick up weapons. I need to make this more obvious since multiple people missed out on the magnum when it first appears.

the background tiles i plan to improve but i dont think the levels will look that much different in the future. i plan to add some boss fights and unlockables eventually.

Submitted(+2)

Very good game. Everything is smooth and professional. Unfortunately I'm dogshit at games like this, but I can appreciate all the effort and polish you've put in.

Developer

thanks for playing! the game is probably a bit too hard right now.

(+1)

Nice shiny graphics. nice movement feeling. I’m bad so I didn’t realize how to consistently avoid the bombs at the start of level 3. I think the combination of speed + hazards can get frustrating. celeste lets you prepare for some levels by looking at the level with the goggles.

Developer

thanks for playing! i think there are a lot of parts where it is unintuitive how to blast through without running into a hazard based on the other comments, ive got a list of ways to smooth out some of the levels going. thanks for the feedback!

(+1)

I played way past second tutorial (I guess that's world 2?). It was quite fun. I didn't even recognize it was Recoil Rush all this time.

Weapons are great. I'm in love with the magnum. Rocket launcher has good utility too, like taking down one of the skeletons standing above with splash damage. Axe jumps on a whole bunch of targets is ridiculous, well done.

Movement is pretty polished, there's even jump buffering.

Difficulty was a bit spiky and there were some awkward platforming moments (the one where you were supposed to axe jump off a bird to reach a switch, but failing that would force you to shotgun yourself up or rocket jump to reach it, depending on which one you figured out at that point). It was still reasonable especially considering the level sizes.

Developer

thanks for playing! yeah the previous name was a placeholder since i am not creative with names. i appreciate the feedback and im glad you enjoyed it

Submitted(+1)

I almost never play this genre so I can't comment on gameplay, but I had fun until that last level where didn't know what to do.

The visuals and sounds are very good.

At 42:50 I quit to menu by accident and something broke because none of the buttons did anything. Had to restart the game.

When I returned to level 4 I didn't have rocket launcher when starting, when previously I had it everytime.

At 53:30 I fall below the map.

Developer

that was a pretty slick move you pulled at 1:00:55. video feedback is extremely helpful and watching you play helps me understand what hazards might be too difficult/unintuitive. the UI bug is weird and I'll have to look into that.

the game kind of works like doom where if you load straight into level you are going to start it without any additional weapons. maybe it would be a good idea to give the player some kind of starting loadout depending on the level.

feedback is much appreciated!

(+1)

the art and juice took a huge step up. great job
the second level felt pretty long. i think it would be better to start with with shorter, easier levels and get progressively harder later on
there are SO MANY SPIKES in the third level. you seem to go for the speed game angle, but having to carefully navigate between so many obstacles kinda forces players to move more slowly to avoid dying in two hits. this was mitigated by sonic since you can't really die so long as you have a coin, but here it felt more frustrating. personally, zooming through levels super fast while shooting enemies felt more fun than having to painstakingly navigate through the spikes hell, which kinda reminded me of old school rayman and not in a good way.

Developer(+1)

thanks for playing! i think you are right about the difficulty curve and based on the other comments as well there are probably too many hazards. Im channeling N++ here a little bit where every level has 1000 mines but it probably isnt intuitive how to avoid many of them. Maybe some of these mines should be moved to a 'hard mode' that you can toggle on or something. feedback is much appreciated!

Submitted(+1)

This is quite fun. I know an N enjoyer when I see it. One thing I noticed is that the ax kick feels like it has way more startup than it needs, unless there is a specific reason for that? There were also some jumps that felt weirdly impossible to do, I see what I'm supposed to do, but it doesn't quite work. Like the first jump in level 4. It seems obvious what to do, but I always end up jumping not quite far enough to not land on the last mine. Obviously it's possible to do it but it could flow better (or it's a skill issue on my part lol).

Developer

thanks for playing! N is probably the #1 inspiration. The axe kick is intentionally slow since i'd like it to feel weighty and have some skill to timing it but i often get this comment that it feels a bit too slow. The first jump in level 4 i think is too hard for how early in the demo it is, currently level 4 of every episode is way harder than the rest of the levels. it probably isnt intuitive how to steer clear of all the mines without having dozens of hours of time with the character controller like i do. feedback is much appreciated

Submitted(+1)

https://www.twitch.tv/videos/2865757231

Hmm, isn’t this the game I played just recently on a DD and the goal was to kill all targets in a time limit?
I like this new direction, gameplay is more methodical, there is time to figure out each situation. Obviously the levels still flow very well so one could hunt a quick time nicely. All the movement mechanics are quite enjoyable and intuitive. gud gaem

Developer (1 edit)

its the very same game, the previous name was a placeholder. video feedback is extremely helpful and i've already got a few places i would like to tweak to make navigating them more manageable based on the VOD. Thanks for the feedback.

Submitted(+1)

I'm not very good with platformers but it was fun, especially with the shotgun. really liked the presentation and visuals. felt very cohesive. 

Developer

thanks for playing!

Submitted

Great game. The art style is simple, but communicates well what to do. The only time I got confused was in a level where I was supposed to press white buttons to trigger green platforms to activate/deactivate. 

Weapon feedback feels great. I don't know if this is intentional or not, but I could only aim vertically or horizontally, but not diagonally.  I would expect to be able to do so, but it's a minor thing.

The character design is cool

I made it to the 4th red level. Game is quite hard for my boomer fingers.

Developer (1 edit) (+1)

thanks for playing! there is no diagonal aim since it felt bad trying to manage your aim and movement in 8 directions with how much time you spend in the air or going fast. the game is probably a bit too hard right now. feedback is appreciated

Developer (2 edits)

DD70

  • 5 new levels and polish existing levels
  • you now keep weapons between levels (but not between episodes)
  • 2 new enemies and a few new hazards
  • fancier menus and a little intro animation
  • Megaman Zero style ranking system
  • 3 secret WIP test levels (unlocked by getting a B rank or better on all stages)