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A jam submission

BlitzkraftView game page

Upgrade Your Arsenal. Ascend The Tower. Liberate All Mankind.
Submitted by Lanyard — 15 hours, 26 minutes before the deadline
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Blitzkraft's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#263.8243.824
Audio#313.7843.784
Overall#563.7253.725
Graphics#843.7653.765
Theme interpretation#2592.7842.784
Innovation#2832.5692.569

Ranked from 51 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/Lanyard31/GameOff2023

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Comments

Viewing comments 40 to 21 of 48 · Next page · Previous page · First page · Last page
Submitted

Gameplay is fun, audio is nice, good job!

Developer

Thank you! Very kind 🙏

Submitted (2 edits) (+1)

Overall enjoyed the game and printer boss was funny. UI was slick and I like the fonts.

While music was good too but sound balance was off. I could not hear the  sound effects over the music and shooting.

I think level design did not match the  current game play mechanics.  What do I mean? AI would not react if the distance is big until they got shoot and the open areas were a lot. On the contrary AI from upper levels rush down when I walk under of them.  When  robots died their gears would fall down to lower levels. Because I could not hear robots walking sound they could also come behind me sneakily. I could just find a part on the level where robots could not walk and pick them slowly.  

A  long corridor type  level  with corners would hide the current weaknesses of the game.  Also you could implement a laser wall coming from behind to force the player move forward in time. Like resident evil  movie you are in a corridor  but the laser is coming from behind and very very slow.

Gun mechanics were great but I would change 2 things.
When shooting and/or missing I would use the the gears we collected slightly  so if player does not want to use a weapon they could not just stop and empty the clip.
I would make upgrade part faster.

More enemy types clearly would be better but I guess time was not enough. I would at least expected that big enemy would explode and kill the small ones near them.

I enjoyed the game and even expecting more levels to fully upgrade my weapons.

Developer

Thanks for the insightful comment. I think you've got a really good point about the level design. I kind of put myself in a bind because besides the weapon scaling, I wanted one of my uses of the theme to be "Scale"ing a tower, which meant upward movement in every level. I thought it'd be cute because Towers are such a game design staple, but it proved to have more thorny entanglements than I expected. Here's some.

  • The fact that you're always going up, and need to feel like you're always going up, does lead to a sense of sameyness. Unless you fall, most players will head downwards exactly twice in this whole game. Options become limited.
  • I felt that for the difficulty I wanted (welcoming), the exit or way forward should be in view, generally speaking. This dictated a certain openness, which of course opened up a lot of sightlines. This would have been way less of a problem if the exit was on the same level or lower than the entrance, but I couldn't give up that aspect of the theme.
  • Placing enemies at the tops of ramps proved a bit awkward because the player wouldn't be able to see them while heading up, so that limited my placement options
  • And importantly, while optimizing for WebGL, I found that if I had too many Agents active on the NavMesh at once, this throttled the FPS badly. I ended up deleting a good number of enemies and lowering their detection range in general, just so jammers could get to playing with ease on the Web. This did hurt the "horde" feeling I had earlier on in development, but without doing so, I think all these comments would probably read: "bad framerate makes this game unplayable."

I had a similar idea about a rising red forcefield to force the player to hurry on upwards, but I discarded it as potentially overdesigning. Like, is it really a problem that a player can take their time, as in a great many single-player games? That being said, I do like the idea of more robots being added to the room as time ticks on, maybe even increasingly difficult ones (offering increased rewards) but that's a significant change and would probably necessitate scrapping Web support. We'll have to see about that.

Thanks for the feedback, Xentios. Glad you found the game enjoyable.

Submitted(+1)

Dang, this game just feels so good to play. Bangin' music, good sound effects, satisfying gameplay loop, simple but easy to read and appealing visuals.  Excellent job - tons of polish for a monthlong jam.

I see what you're going for with the weapon switching.  It's potentially a cool mechanic to remove the player's weapon swapping agency. But I think it needs some tweaking. I only got to use the pulse gun and the shotgun for most levels, and I barely saw the sniper rifle. I also didn't have to vary my strategy at all based on the weapon. I think it'd be improved if 1. the weapon order was random 2. you have to swap weapons every time you run out of ammo, even if you upgrade them 3. there's a bigger difference between weapon types.  Maybe the laser gun is weaker but sets enemies on fire, or the sniper rifle penetrates multiple enemies.  And, it's cliche and inaccurate, but the shotgun only deals damage up close and makes you get dangerously close to enemies.

Developer

Thanks snooty! Glad you enjoyed your time here. The game is supposed to save which gun you have equipped at the end of one room and carry it over to the next one, so the rotation continues where it left off. Unfortunately, it's not doing that correctly and instead resetting to your first gun, which means you see those first two way more than I intended. Ah well, Jam Games, that's how it goes.

I was thinking the same thing about special effects/abilities for guns and I totally agree about it, it was of course the kind of thing where I ended up having to pare down the system just to release on time. The shotgun does have damage falloff and doesn't work at range though, that's already in there, some clichés are must-haves. :)

Submitted(+1)

Nice game, the weapon mechanics took a some time to be understood, and the final boss did nothing but it was a neat experience

Developer(+1)

Many thanks, Ira.

Submitted(+1)

Awesome game. It was so much fun using the different kinds of guns. The music was great too. Nice job!

Developer(+1)

Thank you!

Submitted(+1)

Great game!!! The gameplay feels so good! You nailed it :)

I just thought that the waves were somewhat "easysh" to handle because they were mostly in line and I could kill one by one just shooting and walking backward.  Maybe, adding a wave variation that could try to surround you or something could be a thing.
Good job!

Developer

Good idea! I love how the waves in Vampire Survivors will lull you into a sense of security, then throw something unexpected at you, like a whole clustered mob of fast-moving bats or whatever. This game could probably use some of that. Thanks for playing. 😄

Submitted(+1)

Hey, I remember playing your Udder Chaos game last year!

This game was great! I played it to the end. I loved the cohesive vibe of the whole game. The music, enemies, graphics, it all fits so well! I really liked how the weapons get cycled automatically. It forces you to try them all and play a little differently each time.

The boss reveal was amazing. Unexpected and hilarious. I did wish the boss was more of a challenge. Although, in my head, I think it is fitting that the boss doesn’t do anything, just like the seemingly always breaking version that I have at home. :)

Great work on this game, it was a lot of fun!

Developer(+1)

Udder Chaos was my first game in 3D, can you believe that? 😳 You eat a donut at the end that is literally my Blender Donut from the famous Blender Guru's tutorial series. I went "ludicrous" for my game design there to help me take it less seriously, which worked out. I know I played/rated your game last year because it looks familiar, but it seems I didn't leave a comment. Don't know why.

Glad you liked the weapon cycling, I knew going in that it would be divisive, but I wanted to try something else out. I always end up to sticking to one boring standby in FPS games if they let me (the sniper rifle with the best scope), and I think it's just awful in the genre when I run out of all my ammo and therefore lose all my meaningful player verbs and have to just run around helplessly, so I wanted to do a novel design that solves those issues.

I might tweak it in an update 🤔 currently thinking about something like allowing players to rotate ahead with R if they have another charged gun. Of course I'd then display all the guns in the UI as well as their corresponding energy levels, which would begin rapidly reloading a few seconds after being switched away from. I'm worried it's too much clutter / info / complication though. At least I'm forced to have a few more weeks to think about it before we can update anyways.

Glad you enjoyed the unexpected/hilarious moment too, definitely another risk haha. At first I thought about giving some combat or maybe some lines there begging for mercy, but I personally thought it would be funnier if people reacted like, "WTF? Is this broken? OMG of course its broken!" It seems you got the joke entirely. Your game was also hilarious, challenging just the right amount, and very fun. Easily one my jam favorites so far. Looking forward to whatever you (and your partner) put out there next, you clearly have the skills to head to Steam if you ask me.

Submitted(+1)

I love that the donut in Udder Chaos was your Blender Donut. That’s a great little tidbit. :)

Submitted(+1)

The game was solid and polished. I liked the gun upgrades, everything meshed together, and unlike many gamejam games, there were no glitches or bugs I could find! I think my only real complaint is that, right now, there isn't a ton of depth to the game. Most of the strategy is point and shoot while slowly walking backwards, and the different weapons don't really make you need to alter that strategy. Still a great game and I made sure to give you a great score!

Developer(+1)

Yeah, that back up and shoot (or in a best case scenario, circle-strafing) is one of those problems that seems to plague FPS's, mine included. Doom 2016 famously managed to solve it with their "get in close and quick for extra bonuses" system, I considered something like that, with having the Gears blink out and then disappear, but I didn't like it at all, it just felt unnecessarily punishing. I do think if there were enemies shooting back at you, you would be forced into cover a bit more, which adds dynamism, that's an obvious add. What do you think? I would love to hear your thoughts on how you think the strategic depth could be improved-- what weapon or system designs might encourage more forward/aggressive play?

Submitted(+1)

I think the two major ways I'd approach it is through:

1) Changing up the weapons so their projectiles travel differently. Maybe change the lazer into a flamethrower that is close range, but hits a bunch of enemies at once. Or maybe have one gun that is objectively the best, but has almost no ammo. Things like that can change things up a lot. Other than that-

2) I think you were spot on about varying the challenges enemies provide. I'd design weapons that you actively think are fun and with great feedback, and then make enemies while thinking how they'd interact with each weapon type.  In the flamethrower example, you can have a swarming enemy with a ton of low health weapons the flamethrower hard counters.

Anyways, I don't play a lot of shooters, so my ideas are probably not the best, but that's the best I got as far as ideas go!

Developer

Haha, if I had added one more weapon in the timeframe, it actually would have been a flamethrower. It's already in the code, partially. Great minds think alike, I guess.

Submitted(+1)

This is like Ratchet and Clank with Synthwave.

Gameplay: Pleasant movement, weapons, animations, everything felt clean. You have to look around a lot because enemies can sneak up on you. Cons: Enemies move towards you in a straight line and there's no variety in their attacks. The weapons feel nice to use and responsive, but I would prefer being able to experiment with different weapons and switch back and forth at will rather than having... the computer... dictate it for me. One of the tanky enemies managed to properly corner me so I couldn't move, but its attacks weren't connecting and I just shot it to pieces.

The final boss was a hilarious surprise. It was really tough though. I barely managed to defeat it.

Graphics: Textures are clean and animations are superb. Having all these enemies waddle towards me like ducklings is funny.

Audio: The synthwave music is gorgeous. The sound played on picking up gears is even more satisfying than the one Ratchet and Clank uses somehow.

Overall a delight to play.

Screenshots:

What's around the corner?


HELLO MY NAME IS BOB IT'S A PLEASURE TO MEET YOU HOW ARE YOU DOING

Developer

Better Sprocket Sound Effects than Ratchet & Clank! Hold on, I'm putting that on my resumé. As I mentioned in another comment, I actually spent a good amount of time on that specific SFX, layering in several different tasty sounds and effects; the key addition imo was the sound of a coin being flipped. *Pinnngg!* Just makes it all work. I knew this SFX was crucial for making my whole satisfaction loop of piñatas popping and gathering their bits of candied loot to work.

Would've loved to boost/expand the AI, but it might be a tricky balance because I think the genre here is "ego shooter", like Serious Sam, more about numbers of explosions than outwitting an enemy. Although those buggers do manage to sneak up on me too somehow, and their boss certainly has a high opinion of themselves. Probably more varied enemy types would've still been good, but there's also... everything... else to do. Like tweaking one's Sprocket Sound Effects. Gotta have priorities.

Thanks for the great screenshots. I might use one for the game's page. Do you mind?

Submitted(+1)

Why is the soundtrack so dang good?

Developer

I had no choice. 😔 It had to kick major ass.

Deleted post
Developer(+1)

Death Screen? What Death Screen? In all the time I developed and playtested this game, I never once saw it. 😎 Booyah.

Submitted(+2)

Hehehe. NEW WORLD RECORD BABY. 2:40. I saved 16 seconds in a day. 

Developer(+1)

OMG dude you're too much. This had me grinning ear-to-ear. With the little speedrun card up in the corner lololol! Amazing. Somebody call Summoning Salt right away, this is becoming a Saga.

Will No One Dare to Dethrone this Man?!?

Submitted(+1)

Hahaha I would love some competition.

Submitted(+1)

Hey! I really enjoyed playing your game. Gameplay felt really  good, visuals are cool and sound fx perfectly matches with the actions and provide a really satisfying feeling (Im a big fan of picking up gears in your game, and i mean it). I also loved musical tracks. So very cool and matching very nicely with the theme. Only problem I came up envolving sound feedback, was when enemies reached me from different positions, since they sometimes start to climb down the level to reach you in the floor. Id love if there would be a way of having either more visibility(a map showing detected enemies as dots), more sound feedback on enemies when walking towards you, or maybe a way of quick scaping when youre between an unespected wall and a group of enemies, such as a dash. Thats just some ideas but I dont really know how'd they work out. Beyond that, congrats! you game is amazing!

Developer(+1)

Thank you!! Especially for your comment on the Gear Pickup SFX, I worked especially hard on that one because I knew it was going to be crucial for the game to feel good. It's like 5-6 different sounds melded into one, plus reverb and other effects added afterward, I think the key element I added was the sound of a coin being flipped. You know that distinct *pinggg!!* It really seals it.

The robots actually do make a whirring, actuating sound when they are approaching you, but unfortunately, I think this one gets a little lost in the overall mix. I'll either have to boost the volume or rework it somehow in an update, it's pretty important to know if the little buggers are trying to sneak up on you again.

Thanks for the great review!

Submitted(+1)

This was a great entry! It was a really smooth game play and the ambience was put together well. I didn't quite understand the progression of the weapons. I liked the laser spitter, but I had to run out of ammo to use that and then upgrade it?

Yours is on the top heap o' games,for sure!

Developer

Hey Psynut, thank you for the kind compliment!

I decided to try out a unique weapon system for my game rather than the tired & true 1, 2, 3 weapon mapping and reloading one might normally expect from the genre. As your arsenal here consists entirely of Energy Weapons, they need a moment to recharge after being used, and they do that while sitting inactive in your inventory. Meanwhile, you automatically rotate through the others. Upgrading your gun does increase Maximum Ammo as well as set the Ammo/Energy back to Maximum, as you may have noticed, allowing you to favor a gun somewhat over the others.

It's a system that probably needs some tweaking to feel just right and allow players to choose their favorite "Ringer", but I considered a game jam the right place to experiment with something perhaps innovative like this. I personally don't love the obsessiveness of reloading after every couple bullets fired and I really dislike running out of Ammo in games like this, plus I'd like to encourage players to use all their weapons at least a little rather than just rely on one faithful standby, so I was thinking about ways to mitigate those aspects of a more traditional FPS and settled on this alternative approach.

Thanks for playing!

Submitted(+2)

Hello Lanyard, I finally had the chance to try out your game and I enjoyed it A LOT. I probably played it for more than an hour. I will be waiting for new updates:)

I really liked the level designs(As you will see later in this comment) and the weapon types. Animations seems real smooth and the movement feels amazing. Soundtrack is really solid as well. I have a few ideas for you:

-Melee weapons would make the gameplay more diverse.
-You can add a different game mode which is more like an endless tower defense type. It feels good watching enemies coming downstairs maybe adding some usable turrets and enemy waves would make a good game mode! 
-Boss fights would make the game much better.


Also after playing your game for a little while I decided to do a speedrun. My current record is 2:56 but I think I would have been a 2:52 if I didn't went for the 3rd enemy I went for. I found a good strategy for the final level: Which is to upgrade the shotgun to level 2 and waste all the ammo of the carbine in the stairs. Your level design is amazing. It leaves room for a lot of different playstyles! Also most of my runs died in the level 2. Those robots can surround you and kill you in seconds lol.

 I will definetly try to go sub 2:50 :) I hope this speedrun maybe helps you somehow:) Here's my speedrun: 

Developer (1 edit)

WORLD RECORD!!

Dude, you're good. I certainly have not gotten through it that quickly. Good strategies and excellent enemy evasion. Maybe you could grab another weapon upgrade along the way somewhere? That'd help you mow down the endgame boss more quickly, each damage upgrade is significant.

This game is getting enough attention that I will definitely do at least one post-jam Update, which I've already started working on. It'll feature a Pause Screen with Settings such as a FOV slider, Mouse Sensitivity Slider, Volume Controls + a few bug fixes I've noticed and a little more juicing here and there, at the very least. I'd also like to tweak the movement, boost enemy AI systems, and add new enemy types, bosses, and levels. Then there's bigger questions about more weapons, special weapon abilities, roguelike systems, and if I want to try and push this thing all the way to Steam. But with the holidays coming up, I think the first post-Jam update will likely not have too many new features but instead focus on polish and accessibility.

I encourage you to follow me on Itch so you get notified about updates! It's the best option as it stands. I'm only going to have the motivation to keep developing this title if people like yourself are interested, so I thank you very much for all your encouragement. 🙏

Submitted(+1)

A bit of action is appreciated among all the games in the Jam. Certainly super entertaining, great job! A really fun game ^^

Developer(+1)

Totally what I was thinking. Sometimes just blowing up a ton of evil robots is a breath of fresh air.

Submitted(+1)

Nic job! I like the musics, and the final boss is really... Special haha

Developer

The specialist. Thanks for playing

Submitted

Nice

Developer

Nice

Submitted(+1)

Awesome game! Great variety of guns, interesting vertical levels, big explosions and banger music. 🤘 The ending is hilarious!

The only thing I would suggest is more enemy diversity, some fast-moving and projectile-shooting enemies to dodge. Then, I could play this game for hours!

Great job! Good luck with your future projects.

Developer

Hours! Well, that's the dream isn't it? I feel like I play (and produce) so many games by developers that are legitimately fun... for about 15 minutes to a half hour. Getting over that hump to something that's rad for 2 hrs+ (which also happens to be Steam's refund cutoff), or 5hrs... or dare I say 10 hrs, well now that's the rub, isn't it?

Glad the humor landed for you. All in all, it's a jam and we're just here to have fun. Thanks for the kind comment.

Submitted(+1)

Great game! As a fellow developer of a ball robot swarm shooter game, I think you've done our super specific genre justice haha. I liked all the little bits you added to improve game feel, like subtle camera swaying based on movement, damage text and screen shake. When I got to the final boss (the most evil of all devices) it didn't attack me at all, I'm not sure if that is the intended behaviour or not.

Feedback:
 - As a FPS game enjoyer, I would have liked to be able to adjust the mouse sensitivity and increase FOV. 
- The music was amazing, but a little too loud relative to the other sound effects.
- There were a few times the enemies snuck up behind me, I think making them make noise when moving would definitely help players know that they're approaching. 

My subjective suggestions:
- I think you can go way harder on giving feedback to the player when shooting enemies, such as making them flash, creating a small stagger animation that briefly interrupts their normal animations and making them start smoking when their health is low
- Adjusting enemy pathing so they don't just find the shortest path to the player and start moving towards it from anywhere on the level. It would also be nice if they had secondary modes of movement to add some more variety to dealing with them (maybe rolling)

You have made a solid game, and you definitely have a strong foundation to iterate on and keep developing. good job :)

Developer(+1)

These ball shaped robots are a menace I'm telling you.

Smoking when the enemy health gets low is such a good freaking idea I'm embarrassed I didn't have it myself. I'm certainly going to pretend I did though when the next update comes out. I also think rolling is a hilarious good idea, like, if they're coming down a ramp? Hahaha, I'll have to think about if I can pull it off. Thanks for the great ideas.

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