X Tutup
Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Recoil ReachView game page

Use bullets on enemies to reach as high as possible!
Submitted by DefectiveDev — 13 seconds before the deadline
Add to collection

Play game

Recoil Reach's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#352.8802.880
Controls#423.2403.240
Audio#553.2003.200
Fun#573.0003.000
Originality#603.2003.200
Theme#712.7202.720
Overall#722.8972.897
Graphics#1172.0402.040

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.5.1 Stable NixOS

Game Description
Vertical platform shooter. The goal is to get has high as you can!

How does your game tie into the theme?
Using a weapon to platform instead of killing.

Source(s)
https://github.com/DefectiveDev/vertical-weapon-platformer

Discord Username(s)
workingunion

Participation Level (GWJ Only)
1

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Well scoped entry! The game mechanic is clean and well done, good job.

I would’ve enjoyed some breathing room and pace changes, e.g. spots to sit down at for awhile. Often it was hard to tell whether the bullet is going to hit, making short bursts the better, unpenalised option.

It’s a good, clean entry though, with plenty of ways to expand once there’s more time.

Developer

Thanks that was one of my main focuses. I never actually finished a game before so I was using this as an opportunity to learn how to scope. I hoping to use the next entry to focus on pixel art, sfx , and music from as close to scratch as possible. 

Submitted(+1)

I definitely want to check this game out but I'm having trouble opening on my mac for some reason. Usually as a safeguard when you download software stuff on a mac you have to verify it's secure in the system settings (which I did). But even after doing that I wasn't able to get it running for some reason.

The first time I tried to export for macOS in Godot I had an issue where it wouldn't run and I ended up following this video and it worked perfectly: https://www.youtube.com/watch?v=0op02d8n8_k

It could just be me / my computer though - not sure?? Would be happy to try to test / troubleshoot for you if you don't have or know anyone else with a Mac!

Developer

Odd, I did enable the texture for Mac. I wonder if this is another issue related to c# similar to linux

Developer

Try this:

  • go to MacOS Build\Recoil Reach\Recoil Reach.app\Contents\Resources\data_Vertical Weapon Platformer_macos_x86_64
  • open Vertical Weapon Platformer.runtimeconfig.json
  • under "configProperties" add "System.Globalization.Invariant": true.
Submitted(+1)

Thanks! I tried that but for some reason it still isn't working for me - maybe it's an issue on my end? 

TBH a lot of times during these game jams sometimes the game builds for MacOS don't work on my computer, not sure why that's happening exactly. Sometimes they do but sometimes they don't :(

Developer

Are you able to execute it from a terminal? If so it may show an error message.

Sadly I never owned a mac but the more I know the better I can do in the future.

Developer

I believe if it is like linux it may need to be given executable permissions try this guide. https://blog.verslu.is/maui/application-cant-be-opened-macos/

Submitted(+1)

Also on Mac here. Tried the fix and it got a little further, this time getting to the warning. I bypassed it in security and opened anyways but still ended up at the same "can't be opened" message.

 

Developer

Are you able to execute it from a terminal? If so it may show an error message.

Developer

I believe if it is like linux it may need to be given executable permissions try this guide. https://blog.verslu.is/maui/application-cant-be-opened-macos/

Submitted(+1)

This was a neat little clicker/physics game. I wasn't sure about the concept just from reading it, but once in game it was pretty easy to understand. It felt like a good progression of difficulty. The shapes were simple, but clear. The SFX and music worked well. This was a good jam game.

Developer(+1)

Thanks! Sadly I was mostly focused on scope and let myself get side tracked instead of trying to do more for the game. However, going through everyone else's games gave me some insight into how far I might be able to go. I hope you enjoyed this game jam!

Submitted(+1)

Congrats on a really neat submission! I managed 220 score!!

I really liked taking my time with trying to accurately propel myself up but when I realised I could spam, I couldn't help myself and placed my cursor in the bottom middle of the screen hehehe

Nicely polished, great tunes and sfx, well done!!

Developer

Thanks! Looking forward to integrating what everyone did in this jam into my next game. It will definitely focus on graphics and music (my weakest traits but best to get some experience)

Submitted(+1)

Congratulations on your first published game! I was able to get a high score of 83. If you want to add more precision to the game, I would consider adding a cooldown timer between shots. That way the player should be more careful with their aim. In the current state of the game, if you point straight down and fire as fast as possible, you can get pretty far. 

Once again, you should be proud of your first published game, it is an achievement worth celebrating! 

Developer(+1)

I strongly agree! Put this with someone else's suggestion of making the recoil stronger the closer you are to the enemy then this becomes a strong reason for the player to play with precision of spamming the button.

Submitted(+1)

Very good for a first published game, since you took a simple concept and made something original over it. Also the use of the theme wasn't very clear at first but is also good. Good job and keep it up!

Developer

I was trying to use "repurposing" weapons as a form of movement but after seeing how others used the theme I think there were a lot of better was to express "repurposing".

Submitted

What a cool first game/submission. Only issues I ran into were certain situations where my guy was near the edge of the screen and my mouse was already at the edge at the same time - became hard to escape. Fun clicky game idea

Developer

It was A LOT worse before hand. I was using raycasting before to make the bounce work but half the time the player was sliding down the wall! I started using the character controller's move and collide function and just setting the vector direction to bounce on collision! This was the result so I am happy :D

As far as escaping goes the calculation is based on the direction you hit the enemy from so you have to wait long enough for your position to move then you can shoot straight down again to gain back your height.

Submitted(+1)

Oh I could see how quickly this could get addicting.

It's a great sort of game for testing hand eye coordination on PC (Of which I have none.)

You could maybe make it so missing the red squares causes you to drop faster so it promotes accurate shots, I'm sure someone could use this as a fun way to train fps accuracy.

Nice work.

Developer

Originally I was thinking of making the enemies blow up and disappear then I realized how unfair that felt  😅

Submitted(+1)

This was a pretty original concept. I got to 205.6 before I stopped. I found that I could just shoot down the middle and keep going indefinitely.

Since you are new to Godot, I'd recommend you try using GDScript even if you already know C#. It has a number of benefits over C# when it come to game development, and since the last few releases has closed the performance gap on C# in most areas as well.

This was as solid first game.

Developer(+1)

I will give it a try since neovim can interpret gdscript. However, I do really like using statically typed languages. 

Submitted(+1)

You're in luck then. Got to Project -> Project Settings. In the General tab, go down to the Debug section and select GDScript. Scroll on the right until you find Untyped Declaration and change the value to Warn or Error. GDScript will enforce strong static typing.

Developer(+1)

Thanks! I had no idea!

Submitted(+1)

Very fun game! I honestly love how it feels to play, it's so satisfying.

One little thing, I'm the kind of person that likes to test how spamming stuff is handled in games. And well, in your case, it might just sliiiightly overpowered hahaha. Maybe adding something like a bullet count would help with that? 

Other than that, it is very solid, I had a blast! Interesting window sizing as well. As someone already stated, it had that "doodle jump" feel, that was very nice.

Great entry, and congratulations for your first jam! 🔥 

Developer(+1)

Yeah I was mentioning to another person who wish for an auto-shooting option that spamming was over powered. 😅

If I were to do it again I would of had move of a buffer for the window and enable it to scale better (the size of the enemies platform was fixed at the time of export).

Loved your potion factory game! Also glad to see you are able to fix the music looping issue on web builds. I was one of the people you talked to in the discord :)

Submitted (2 edits) (+1)

Oh my bad lmao! Then I guess you were Tyler? I saw you just changed your name hahaha

Thanks again so much for the infos you gave about that issue! <3


Also the auto shooting mode could defo be really fun as well! Maybe too easy though?🤔 

Developer(+1)

Taylor, I agree it would be easy but it would be more accessible ideally I would find other ways to improve difficulty. One of the things I did was have enemies move at different rates. I had started working on making a combo/alert system that would speed up enemies to make it more difficult but I ran out of time.

Submitted(+1)

Cool idea and great showing for a first game and first jam!

Hitting the enemies to get a boost definitely has a satisfying feeling :)

I hope you continue to participate in jams, I'm eager to see what you make next!

Developer

Thank you! I really loved relic relay! I hope you're enjoying the game jam as much as I am!

Submitted

Oh I'm a fan of rocket jumping! Was fun and the the music is sick! 

Did you experiment with making the knockback based on the the distance of the shot target? I bet that changes the feel a lot. Could be a different character or something.

Developer(+1)

Nope! I just did a impulse based on if a shape cast hit or not. It may have been more interesting to reduce the recoil if further away. I will probably try it out if I have some free time :)

Submitted(+1)

Doodlejump but shooting!   

If you want to expand it maybe you could make some obstacles or spikes at the bottom of the red squares to dodge, power ups too

Developer

I thought about the making it more dangerous. I realized that since the player doesn't have much to counter it with it would become unfair. I want to do power ups next time around since it could definitely lead to more variety in gameplay. 

Submitted(+1)

Really fun platform game! I can see the addicting part of it with the sounds and music. Reminds me to Geometry Dash. The shooting sound might be good to EQ it a bit the High frequencies or lower the gain a bit, but it’s a nice touch. Great first Jam! :)

Developer

Is there any specific EQ settings you would recommend?

Submitted(+1)

We used FMOD for our game, so I’m not sure about how to achieve this in Godot native scripts, but from what I searched, there seems to be a EQ with 6 bands that might be helpful for what I said: https://docs.godotengine.org/en/stable/tutorials/audio/audio_effects.html#eq6-eq10-eq21

Developer(+1)

I will see about messing with FMOD in the future. I saw the eq in the audio bus effects settings for Godot! :)

Submitted(+1)

A fun little game, congrats on finishing your first game! A dotted line going from the player to the mouse cursor would be nice to have a better idea where I am shooting. While playing, my eyes are on the player and my mouse cursor is at the bottom of the screen, so I am kind of guessing where to click to shoot, often missing the target. But it is really satisfying when you flawlessly hit multiple targets in a row. Also, it would be great to see your best run with a highscore next to your last score.

One more thing, for those that try to run the game on Linux (like another commenter did), as suggested by the message in the terminal, open Vertical Weapon Platformer.runtimeconfig.json and under "configProperties" add "System.Globalization.Invariant": true. That should do it. Source: I am on Garuda Linux and this worked for me.

Developer

Good UX idea! 

As for "System.Globalization.Invariant": true, does that have any side effect for other linux users? Should I just have that set on all linux builds?

Submitted(+1)

Honestly, I have no idea. I am not even sure what this globalization thing is. This is the message that appear if you don’t set what I mentioned: Process terminated. Couldn't find a valid ICU package installed on the system. Please install libicu (or icu-libs) using your package manager and try again. Alternatively you can set the configuration flag System.Globalization.Invariant to true if you want to run with no globalization support. Please see https://aka.ms/dotnet-missing-libicu for more information.. It’s probably a good idea to have it set on all Linux builds.

Developer(+1)

I went ahead and added your instructions to the installation instructions. Thanks for figuring it out!

Submitted(+1)

A fun little classic.10/10 for music!

Developer

Thanks! Sadly I didn't make the music definitely want to focus on making small game loop music in the future along side graphics. I was using this one for the sake of understanding how long a game from scratch would take.

Submitted(+1)

Great first jam game! Super solid mechanic. I feel like spam clicking might be a bit too OP so an improvement might be something that punishes you for clicking too fast or rewards you for precise shots.

Also the linux build didn’t work for me but I could run the windows build with wine.

Developer(+1)

Odd, I was able to run it using steam-run. I don't know what could be causing the issue sadly :(

Developer(+1)

It seems that owl wise figured it out. It is an issue to do with c# (godot mono specifically) expecting a native library to be downloaded by default for linux. If I use c# again I will make sure to configure the json. Next time it will work without the library.

Submitted(+1)

Interesting! Ty for passing on the knowledge :)

Submitted(+1)

Wow 13 seconds before the deadline haha. I think you win closest call of the jam. I had fun with this game! A tip for the sound effect is to slightly change the pitch each time you play it to make it sound less repetetive :)


I got to 500!



Developer

Thanks for the tip! I will look into how to do that next time!

The funny thing about the submission time is I uploaded it 30 minutes prior. I thought that because I made the game from the submission page it automatically registered! So I spent the last 30 second figuring out it didn't and trying to submit as fast as possible 🤣

Submitted(+1)

Haha that must have been stressful. I'm glad you got it sorted in the end!

Submitted(+1)

very fun and nostalgic game, feels a lot like a mobile game i'd have played as a kid, would be fun to have this as a real mobile game :D

the aesthetic is a bit simple, but i love the music style and the gameplay idea is pretty fun, reminds me of doodle jump. nice job on this one, got a high score of 126!

Developer(+1)

Sadly I did not spend much time on graphics. :( I really wanted to put my week of pixel art practice to use. However, I found out that I really didn't know the game engine as well as I did. I am proud that I was able to scope this game well enough to submit it!

I might end up programming in rust next time so at least I can build to web :)

Submitted(+1)

For web export you can use GDScript (the built-in scriping) or C# with Godot 3.x (i’ve never used godot-rust)

Developer

Me personally I enjoy having the static typing of c# and being able to use a language outside the engine. Plus having access to the latest 3d features for godot is nice. I will probably switch to rust gdextension until the c# web build is ready. If I decide to work with a team at some point I will have to bite the bullet and use gdscript.

Plus I use neovim so setting up gdscript will be a pain :p

Submitted(+1)

Fun little game. Felt satisfying for a while, then my hand started to ache from clicking. Maybe it could use an autofire. :)

Developer

Good idea! It needed someway to reduce rapid fire so I think this would of been a nice middle ground :)

X Tutup