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A jam submission

10 Shots 10 LevelsView game page

A top-down action archery game arena, kill monsters and pickup beer to celebrate, level up 10 times and face the boss
Submitted by AutisticDevs — 1 hour, 13 minutes before the deadline
Rated by 16 people so far
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10 Shots 10 Levels's itch.io page

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What sets were used in your game from Craftpix.net? (links please)
https://craftpix.net/freebies/free-swordsman-1-3-level-pixel-top-down-sprite-character/ https://craftpix.net/freebies/free-top-down-orc-game-character-pixel-art/ https://craftpix.net/freebies/free-slime-mobs-pixel-art-top-down-sprite-pack/ https://craftpix.net/freebies/free-predator-plant-mobs-pixel-art-pack/ https://craftpix.net/freebies/free-vampire-4-direction-pixel-character-sprite-pack/ https://craftpix.net/freebies/free-top-down-hunt-animals-pixel-sprite-pack/ https://craftpix.net/freebies/free-path-and-road-top-down-pixel-tileset/ https://craftpix.net/freebies/free-top-down-bushes-pixel-art/ https://craftpix.net/freebies/free-rocks-and-stones-top-down-pixel-art/ https://craftpix.net/freebies/free-top-down-trees-pixel-art/ https://craftpix.net/freebies/free-forest-objects-top-down-pixel-art/ https://craftpix.net/freebies/free-top-down-ruins-pixel-art/ https://craftpix.net/freebies/free-rocky-area-objects-pixel-art/ https://craftpix.net/freebies/free-chapel-pixel-art-top-down-asset-pack/ https://craftpix.net/freebies/free-village-pixel-tileset-for-top-down-defense/ https://craftpix.net/freebies/top-down-crystals-pixel-art/ https://craftpix.net/freebies/free-top-down-pixel-art-cave-objects/ https://craftpix.net/freebies/free-cursed-land-top-down-pixel-art-tileset/ https://craftpix.net/freebies/free-ruined-temple-top-down-location-pixel-art/ https://craftpix.net/freebies/free-fields-tileset-pixel-art-for-tower-defense/ https://craftpix.net/freebies/free-2d-top-down-pixel-dungeon-asset-pack/ https://craftpix.net/freebies/free-pixel-art-dungeon-objects-asset-pack/ https://craftpix.net/freebies/free-pixel-dungeon-props-and-objects-asset-pack/ https://craftpix.net/freebies/free-basic-pixel-art-ui-for-rpg/ https://craftpix.net/freebies/free-bow-and-crossbow-pixel-art-icons/

How does the game fit the theme?
Take 10: You get 10 arrows. There are 10 levels; Celebration: Every level ends with a mug of beer on an altar. It is locked while enemies are alive. Celebrate each kill in the end by drinking your beer; Level up: The level number jumps from N to N+1 every time you drink, a literal level up.

How many people are on your team?
2

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Comments

Submitted

Great concept, gameplay and art. One of the best games of this jam without doubt! :D

Submitted

Awesome! Love all the detail that went into this! I do think like others said that the final level is a huge rise in difficulty, but even that is a cool challenge! and awesome job combining all these packs together for something that looks cohesive and feels natural, great job this was a lot of fun to play!

Submitted

Insanely polished game. I have no idea how you put this together in time with pathfinding, enemy ai and all. Shoot mechanic is really fun. It found it quite challenging, the enemy archers even hit me from off screen sometimes and I gave up on the 3 hp slimes. It would be a nice addition if you could pick up the enemie's arrows.

Submitted

Very well made game and very easy to understand :) 

I made it all the way to level 9 before getting stuck. And visually its a very charming as well.

Submitted

This game is really good.

+The enemy movement feels really good (the pathing is good but also erratic so it has a sense of the enemy rushing you in a chaotic manner adding to the atmosphere. 
+The controls and hit boxes are very on point from what I could see.
+Each island had enough going on to keep your eyes amused without being overwhelming.
+For the most part, each creature served a different purpose for combat with different patterns and attacks.

I don't really have any negatives on this one. I really liked this game. Definitely a contender for the #1 spot.

(+1)

Very nice game! It’s really well made and I had a lot of fun playing it. I got to around level 6 or 7 and really enjoyed it. :)

I think you could easily release this game, and I’d especially suggest putting it on Android as it would be a great fit for mobile and also Steam. There are already way too many low-effort 3-day Unity games and fake-looking projects out there. We need more games like this — polished, fun and actually made with passion. Great job! 👍

Developer

thanks so much for your comment, I made it work for joystick, but I was figuring how I could make this work for mobile, I though of having one finger for movement and the other for drawing the bow/aiming, but not sure how it would work with the range, I wanted this to be played in portrait instead of landscape (like archero), thanks for the suggestions I'll make sure to attempt

Submitted

overall fun game. Great feedback on hitting enemy's. The right kind of difficulty, makes you want to try again! enemy archers may be a bit overturned.

Submitted(+1)

Really fun game, Great combat. those archers never missed :D. The last level had a huge increase in difficulty. so sadly i could not beat it. Here's the stream where I played your game. it starts at 2:18:38. Had fun :D

Developer(+1)

omg I loved seeing you play, it was really fun and I laughed a lot! I really think we might have gone too far with the difficulty, perhaps removing the boss spawning creeps would be enough, its very hard already without it haha

Submitted

What an excellent game! From the animations to the music and transitions, it's really polished and fun to play. Definitely a contender to win! The easy to understand, a bit more difficult to master shooting was easy to use and made it feel like every arrow had weight since I only had ten. Great game! Happy Game Deving!

Developer(+1)

thanks for the warming feedback, I really appreciate it

Submitted

great gamee, mechanic is easy to understand and very fun there. but the archer is OP in my opinion😭

Submitted

❤️ What I Loved

The movement feels really good, especially with the dash. There’s a surprising amount of detail and polish throughout the game.

One of my favorite examples is the wildlife. When you shoot into a flock of birds, most of them fly away while the one you hit actually gets taken down. Even something as simple as shooting a wild boar feels great because it survives the first hit and then runs away instead of just dropping dead. Those little details make the world feel much more alive.

And of course, the beer. As someone from Bavaria, beer holds a very special place in my heart, so seeing it treated like some kind of highly protected treasure genuinely made me laugh. It was basically: Yeah, nice. Prost! It's also honestly impressive how heavily some of those beers are guarded.

I also absolutely loved the arrow system. Only having ten arrows but being able to retrieve them again is genius. It makes every shot matter without unnecessarily punishing you for using your ammunition.

The way the environment communicates what you can and cannot shoot through is also really well done. The objects you can't shoot through are visually distinct enough that you can immediately understand what provides actual cover. That becomes especially important against the human enemies, who can be surprisingly tough. Beating them feels genuinely rewarding because you can't just mindlessly rush through encounters. You actually have to think about when and how you use your dash.

The enemy design has some nice surprises as well. The fact that Slimes can spawn additional Slimes isn't exactly reinventing the wheel, but it still caught me off guard in a good way.

I also really liked how enemy movement works. Enemies don't simply stay in one place and wait for you. If you die and retry, an enemy might have been at position A before, but while you're not looking, it can move to position B or C. You then assume it's still at A and suddenly get hit from somewhere you weren't expecting. It makes the encounters feel much more dynamic.

There is also a lot of game feel here. The death animations, screen shake, splash damage from barrel explosions, and all the little impact effects add a lot of juice to the gameplay. You can tell that a lot of attention went into polishing those details.

The difficulty progression is also very well handled. Each level gradually asks more from you, and Level 9 was probably the one I struggled with the most before reaching the final fight.

The music deserves a mention too. I really liked that it isn't just one track playing throughout the entire game, but that the music changes between different environments.

Another small detail I really appreciated was being able to see the player through certain environmental objects, with the character becoming tinted when they're behind something like a tree. It's a tiny feature, but it makes the game much more readable.

And then there's the boss fight.

Seeing the boss bar immediately at the beginning of Level 10 already gives you a good idea of what's coming, but the actual design of the encounter was even better than I expected. Throughout the game, you can develop this little routine of killing enemies and then making your way toward the beer. The boss completely breaks that routine because enemies keep spawning.

That's really good game design.

You're forced to rethink the strategy you've been using for the entire game. Even the opening of the boss fight immediately puts you in a situation where there are more enemies than you have arrows for, forcing you to adapt instead of simply eliminating everything one by one.

I genuinely enjoyed the boss fight a lot.

I also really appreciated the presentation of the itch.io page itself. The fact that dedicated GIFs were made specifically to showcase the game is a nice touch, and I definitely appreciate the extra work that went into presenting the project.

💭 What I Wished

One thing I would have loved to see is a way to cancel your bow-aiming state, perhaps with the right mouse button. Especially during the later fights, being able to immediately lower the bow and return to normal movement would make it easier to use cover and react to enemies.

I also think it would be really cool if arrows that hit an enemy remained stuck in that enemy instead of simply dropping to the ground. Once you kill that enemy, you could retrieve all the arrows that were stuck in them. It would fit the existing arrow-retrieval system really well and would make your ammunition feel even more connected to the enemies you're fighting.

🔧 What Needs Improvement

The biggest thing I noticed was the beer pickup sound. At least to my ears, it sounds slightly more negative or unpleasant than rewarding. Since picking up the beer is such an important and satisfying part of the gameplay loop, I think a more satisfying pickup sound would fit the moment better.

There were also a few moments where the player seemed to collide awkwardly with objects after using the dash. This might simply be related to the colliders of certain environmental objects, but it's something I'd take another look at.

I also encountered a few arrows that ended up in locations that seemed impossible to reach. I remember noticing this around Level 8, near the long stone path/bridge over the water at the beginning of the level. It wasn't a major issue, but it could potentially become frustrating if the player needs that arrow to continue.

The boss fight is probably the one area where I'd make the biggest adjustment. I absolutely loved the encounter, but for me it was simply a little too difficult.

A big part of that difficulty came from the randomness surrounding the arrows. Sometimes enemies would knock or blow arrows away, or the red-bearded Goblin would destroy them, leaving me without enough ammunition to properly deal with the encounter. After quite a few attempts, I eventually had to give up because I kept getting killed by something unexpected right near the end, or simply ran out of arrows.

I think the boss itself is really well designed. The issue for me isn't the concept or the mechanics, but rather that the amount of randomness can make some attempts feel less like I lost because of a mistake and more like I simply didn't get the resources I needed.

I unfortunately wasn't able to see the ending because of this, which was a little disappointing after getting that far.

⭐ Overall

Overall, I had a really good time with this game. There is a lot more polish and attention to detail here than I expected going in, especially considering this is a Game Jam project.

The movement feels great, the combat has a surprising amount of depth, the environments communicate their mechanics well, and there are a lot of small details that show a clear understanding of game feel and game design.

The boss fight in particular was a highlight for me. Even though I ultimately couldn't beat it, I really enjoyed the way it completely changed the rules and forced me to rethink the strategies I'd been relying on throughout the rest of the game.

Really solid Game Jam game with a lot of personality and polish.

Developer

I loved the way your comment was presented, very rich and thoughful, thanks for spending your time and giving this feedback! also I loved your game haha

Submitted(+1)

Game ties nicely with the theme! I enjoyed the mechanics and how you're constrained by the arrows. I do feel the enemy archer is kind of OP.

Developer

thanks so much for the feedback, the archer is OP for sure haha, but its also a difficulty level that makes you rage to get better