That was a really fun one! Good narrative and audio too!
SicoSiber
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Really liked this one, I guess I'm kinda biased towards FPS games for game jams, but this one was pretty cool! I think if post-jam you have some time to refine your art more and get some more upgrades and long term gameplays stuff going, this could be a really fun full release on steam or somethin! Great job!
Dang that was a fun one! I really liked trying to figure out what's going on during the stress of the countdown, flipping through the manual and trying to figure out which dial is which! Reminded me of the vibes you get at the beginning of Iron Lung when he's just in the sub trying to read the manual and figure out how to do stuff
Fair enough, the fun of the system shows up more when you get to higher floors and have a more full mag to play around with, knowing the order of your bullets is great, but I do find that not knowing which one you're going to start with adds a bit of chaotic fun to what would be a pretty cookie cutter combat otherwise. Thanks for playing!
AMAZING GAME! loved the art, ambiance, and especially the lil red goop and how it sloshed around! Heads up though, you are tagged as a Unreal Engine game which I don't think is a huge deal, but just wanted to let you know in case the mods are strict about engine tags (bc the unreal sponsorship and all)

Link to Click Click Bang's Jam Page
Okay, so that was a fun jam!
I do feel that out of all my game jams, I probably had my best performance on this one. Not that this game was the best that I've made, but that I did my best work of creating scalable systems and doing things the right way rather than duct taping everything together with spaghetti code.
I worked on this jam with an artist who did pretty much all the visuals, and I did all the music, SFX, and coding in Unreal Engine.
We did a 1940s spy aesthetic with a spinning revolver chamber as the core of our game.
I hooked up proper components and interfaces for the damage and bullets, as well as created a data asset system to store everything upgrade/bullet/UI related for when you're picking your new bullets to use.

Because Bullets affect reload time, we had to split our reload animations into 3 parts, beginning, looping middle, and end. Then we could use notify tracks to hop to the next one based on the variable reload time. I hadn't had to program anything first person related (FPS at least) and was a little worried that rotations and animations wouldn't line up with the camera well, but the artist actually rigged and animated the character in UE, meaning that when we used those anim files, it worked flawlessly within minutes, so huge shout out to her!

anywho, thanks for giving this a read!
Thanks for playing! There's a fair amount of strategy to bullet choices once you get to the higher floors(4+) and enemies stop dying in 1-2 shots, it forces you to use more concussive bullets to either stun enemies or blast yourself across the arena, bullets also significantly impact your reload time so you can choose low damage constant button mashing fire, or high damage bursts
This is a super solid base that you could definitely expand on, I loved the fluidity of the animations on the lil characters, and the reload mechanic was super unique and felt snappy and good. I actually went in a similar direction with my game but went the FPS route! Super amazing work here man, 5 stars!
I've never used Pico 8 bug looking it up, it says that you can load your p8 cartridge by typing
LOAD yourgamesname.p8
and then do F7 to capture the custom title screen image (it becomes your icon)
then you do the export command
EXPORT yourgamesname.p8
There's probably a good youtube tutorial somewhere but idk
good luck!













