It´s an infinite action game with level progression and top down camera where we play as a clone, product from an evil lab that is testing clones combat ability for an army. You are stucked in the experiment, you will never leave. Whether you show your combat abilities or not, you can´t escape from your destiny.
Controls: WASD = Movement LMB = Shoot 123 = Switch Guns Space = Dash
Designer: Federico Delgado
Art: Leandro Tagliaferri Matías Viana Francisco Noziglia
+Great player character and love the idea of the gun floating
I died at the first boss, seemed a tad bit hard.
You could improve the game by adding flashing hit effects when I hit an enemy or show the boss health bar. Good backstory for the theme also. Great job all in all!
Mood and animations were really nice. And the player and first boss character design I think are the best parts. It's a challenge that first boss battle! Maybe the player could do a bit more damage?
I was able to make it to the second screen and continued to die there. However, I enjoyed the game and repeatedly tried to make it further. I like the different types of guns available. Overall feel of the game is good. Thumbs up!
I can see that a lot of effort went into this! I like it overall, but there are a few things I would nitpick: 1) I think that the gameplay is better suited to open areas like the first and boss fight, as opposed to the second room (which is basically a corridor, as there is no benefit of going into the adjacent rooms) 2) Since there is no health bar, it's hard to take your health into account when engaging in combat.
Great entry I couldn't beat first boss. I liked the floating guns and all controls in general. The game could use some indication of hitting and getting hit.
the gun floating is great, and the general aesthetic of the government agents in a lab is good. I think the combat could def use another pass of tweaks for gamefeel. Having the bullets make impacts is a cool touch you don't see all that much in game jams. I think the enemies could use some telegraphs or slower projectiles. In addition, it would be nice to know how much health you have.
@jvdwijk The idea is that you can never finish the game, you are going from one room to another without end, that is what would make it stuck in a loop. Thanks for playing!
Thanks all of you for the feedback. It´s been a journey. We put lot of effort in this game and even though there are some things we need to fix, we are really proud for the result! Thank you and greetings from your favorite game designer XD
Cool game! The art style is really cool. The camera shake adds a lot to responsiveness, nice detail. The combat could get a little of work, I felt as if I was dying almost randomly sometimes. A health bar would help, I believe. Nice floating gun.
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6 Oct 2020, 04:18
This game is so cool! I like the graphics and really liked the boss. It took me a while to understand that the black boxes are supposed to be doors. Also the pistol (third weapon) is pretty pointless. I'd like to see more variation between weapons, maybe a flamethrower or a laser beam or smth. Also a bit more visual feedback and juice would be appreciated
@fermingimpel Would love to see a mac or web version ! Also, while fixing game breaking bugs I think is okay, you’re not supposed to add new features after the submission deadline. (unless you mean for fun after the competition is over)
@snowinn yeah, we´ll keep adding things when the jam finish, we just did a bug fixing update (detailed on itch.io) because we had some last time problems. Thank you for your feedback!
I really liked this game! The pixel art is really nice and sound effects fits well with the game. One thing I noticed was that the enemies could get stuck when there are multiple together. making those a really easy target. Good entry overall!
A bit to much camera shake, and the objective seems unclear, you just die and retry like any other game. The gun is in a loop though, but very imprecise. The art and music is good, would just like it if it felt good to kill enemies!
This game is too hard, it doesn't really ramp up but within 2 screens you get so many enemies baring down on you, the game could've used a little bit of balancing.
@arad-hamidsamiee First of all, thank you for your feedback. You are a clon stuck in an infinite experiment were you have to survive through different rooms of the same lab, once you kill the boss, you go to the first room again (even the blood it´s still there) and you realize you can´t escape the experiment, you are stuck in the loop. the only way out is suicide. Thanks for playing!
@gemberkoekje Thank you for your feedback! we ran out of time so we couldn´t do a propper playtesting for balancing (We can´t fix it until jam is over). We will probably fix it in the future.
Unfortunately can't play because no Mac/Web build (but I see you linked Source so maybe I'll build the Mac version myself when I have time, I'll do a full review and send you a download link when I do.) Impressions based on the screenshots/descriptions: Graphics look good, and I like the cloning idea. I noticed in the controls you uses 1,2,3 to switch weapons, but I'm thinking it'd be more intuitive to use the mouse wheel, or right mouse click.
@shaolin-dave Thank you! We had some problems building the Mac version and we are not familiarized with HTML/WEB builds at all. However, we are still trying to solve it and include a Mac version, hope you can play it!
I wish there were more rooms, less difficulty. Smarter enemies maybe, or some bigger rooms would be nice too. Art and audio are great. Good job, my friends!
I like the game but i had trouble with the controls since i have a french keyboard and it isn't Qwerty. It would be nice to be able to move with arrows or be able to configure the controls.
I love this type of games, it was challenging and fun. As a couple suggestions a player healthbar would be nice and you could also show the enemies are taking damish by them flashing in some color or giving off particles. The fact that bullets always ended in blood even when they did not hit anybody was a bit strange for me. Great job!
@shyrro Thanks for playing! We didn't know about French keyboards having a different key layout, so we made it to play around with the typical WASD, but we are going to keep that in mind for our future projects!
Woah, that boss fight is super cool! I'm not particularly good at bullet-hells and was unable to beat it, but holy cow did it feel good fighting it! Great job!
@blobo we wanted to create a great frenetic boss fight without being too difficult (although we could have added a life bar so you can actually feel that you are doing damage). Im glad you liked it!
Wasn't able to beat the game but attended the boss fight, it's pretty fun to play.
Few ideas/criticism I got would be that it really needs a UI to tell how much health you have left (and one for enemies, especially the boss would be nice too). A visual feedback when hitting enemies/getting hit would also be valuable to the game. Finally, a detail that was weird to me was the arrangement of the doors: I go to the door at the right of the room and go out at the right of another or I enter from a door, go out through the same door and enter another room (the boss). This last one really not a big deal and I am being picky but I think having a kind of logic behind door usage is a nice detail to have.
Overall, the game is pretty fun and have really nice music and graphics and I would like to see more levels of this (maybe after the jam, if you continue working on it ;))
Also, side note to @shyrro, you can switch between AZERTY and QWERTY with "alt + shift", it is really helpful in ludum as only AZERTY users think about developing for AZERTY keyboards :p
@vivien-fargette Hey thank you for your feedback! we couldn´t add Healthbar and visual feedback because of the lack of time (we had some bugs at the end of the jam). We wanted to add them later but we are only allowed to fix bugs. However, we want to keep updating and fixing our game. New maps, new hud and visual feedback, current maps revision, new bosses, a couple of new levels and we want to expand our backstory by adding jokes and dialogs. Thanks for playing!
Comments57
I died at the first boss, seemed a tad bit hard.
You could improve the game by adding flashing hit effects when I hit an enemy or show the boss health bar. Good backstory for the theme also. Great job all in all!
1) I think that the gameplay is better suited to open areas like the first and boss fight, as opposed to the second room (which is basically a corridor, as there is no benefit of going into the adjacent rooms)
2) Since there is no health bar, it's hard to take your health into account when engaging in combat.
I couldn't beat first boss. I liked the floating guns and all controls in general. The game could use some indication of hitting and getting hit.
Thanks for playing!
Impressions based on the screenshots/descriptions:
Graphics look good, and I like the cloning idea. I noticed in the controls you uses 1,2,3 to switch weapons, but I'm thinking it'd be more intuitive to use the mouse wheel, or right mouse click.
Oh. Now I see.
I wish there were more rooms, less difficulty. Smarter enemies maybe, or some bigger rooms would be nice too. Art and audio are great. Good job, my friends!
realization! Good job! Good luck!
Few ideas/criticism I got would be that it really needs a UI to tell how much health you have left (and one for enemies, especially the boss would be nice too). A visual feedback when hitting enemies/getting hit would also be valuable to the game. Finally, a detail that was weird to me was the arrangement of the doors: I go to the door at the right of the room and go out at the right of another or I enter from a door, go out through the same door and enter another room (the boss). This last one really not a big deal and I am being picky but I think having a kind of logic behind door usage is a nice detail to have.
Overall, the game is pretty fun and have really nice music and graphics and I would like to see more levels of this (maybe after the jam, if you continue working on it ;))
Also, side note to @shyrro, you can switch between AZERTY and QWERTY with "alt + shift", it is really helpful in ludum as only AZERTY users think about developing for AZERTY keyboards :p