Play G.U.M. Station
G.U.M. RogueMDE's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish | #4 | 3.778 | 3.778 |
| Audio Implementation | #4 | 3.889 | 3.889 |
| Art Style | Visualisation | #5 | 4.222 | 4.222 |
| Required Mechanics | #6 | 4.111 | 4.111 |
| Responsiveness | #7 | 3.556 | 3.556 |
| Overall | #7 | 3.587 | 3.587 |
| Theme Intergration | #10 | 3.444 | 3.444 |
| Halloween Atmosphere | #22 | 2.111 | 2.111 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What Theme Did you Choose?
Possession and Static
HAPPY HALLOWEEN PAL!
Happy Halloweeen!!
Did you use AI?
Yes
How did you use it? (answer if ticked "Yes")
I used Claude to help with some last min bug fixes before the export, and figuring out the heart rate ui mechanics.
Did you use any Pre Made Assets?
Yes but only as the base of what i was working on - included in game page and the credits page in the game
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Comments
I wasn't able to complete the playthrough due to zombie being a nigh unsurpassable obstacle. The first one killed me like 5-7 times, and each time I had to make my way from checkpoint through all them fire hazards just to try some other method on it and fail. The zombie is faster than player, great at pathfinding, hits hard - approx 4 times and player is dead - and there is seemingly no way to put it down for good. Gun only slows it down a bit for a short time, at best freezes it in place for a second or two if you use all charges at the same time. All of this coupled with narrow corridors made zombie a real barrier. Though I have to admit it might be a skill issue on my side.
At last I've surpassed the first zombie by luring it into one of the far rooms from which it had difficulties exiting for some reason. Second zombie further in the game seemed to not have such weakness, so I stopped there.
Other problems:
- gum gun has only 3 charges and needs to be manually recharged if those are spent in quick succession, and after recharging it might not fire right away for some reason
- flaming pipe traps damage player from a great distance, like 1.5-2 meters away when seen from the side
- health UI isn't super intuitive: long green line isn't health but some pulse indicator
- pipes require two shots from the gun to neutralize, and it seems like they reactivate after some time. Replumbing them is a bit annoying due to low rate of fire
On a more positive note I liked space setting, and gun idea is great!
Attempt 2: second and third zombies actually can be trapped - in small rooms beside their spawn locations. And freeze mechanic is a bit more reliable than I initially thought
juego es muy bueno