WOLFGUN by sodaraptor
Lights, camera, BANG!
You are WOLFGUN - an ornery, rage-filled werewolf on the set of a bad horror movie. Hordes of undead ghouls wielding knives have broken into the studio and want you dead, and it doesn't look like they're part of the crew. You were already annoyed having to do this lousy job, but now you're pissed!
Trudge your way through the creepy haunted set and studio back alleys, blast your way through waves of vicious minions, and keep your bloodlust at its peak by collecting the BEAST ENERGY cans scattered around.
While you're at it, pocket enough shiny gems and maybe you'll even be able to buy yourself a nice upgrade or two from the alluring shopkeeper's cache of goodies...
Whatever it takes, stay alive, and stay angry. You are WOLFGUN.
Our team is:
Art, Effects, Animations: Sodaraptor (Ralf Corella)
Coding, Design: RagnarokSixx (Jerome Lester)
Audio, Music: Doktor.E (Nick Gross)
Ratings
| Overall | 116th | 4.079⭐ | 72🧑⚖️ |
| Fun | 109th | 4.05⭐ | 72🧑⚖️ |
| Innovation | 1144th | 2.92⭐ | 71🧑⚖️ |
| Theme | 1101th | 3.138⭐ | 71🧑⚖️ |
| Graphics | 31th | 4.629⭐ | 72🧑⚖️ |
| Audio | 111th | 4.065⭐ | 71🧑⚖️ |
| Humor | 422th | 3.444⭐ | 64🧑⚖️ |
| Mood | 260th | 3.886⭐ | 68🧑⚖️ |
| Given | 29🗳️ | 0🗨️ |
I liked the game A LOT. But i have notes!
The shaking effect on the player character did not feel like "rage" so much as it felt like a visual glitch. The music loop was very short. The bullet noise variation was very small. The rage mechanic, while yes, IS unstable, it was also not even a part of the game beyond wave 5 after you've upgraded to to the point where it is no longer a problem. The enemies didn't seem to scale at all. Not being able to shoot while holding down the mouse is fine except for how awful the shot speed was - this is why a lot of games avoid making the two inclusive and opt for a reload mechanic instead.
Again, super DUPER happy to see anything sodaraptor puts out. Been a huge fan since playing hynagogia and after seeing that he posted on itchio on the same jam as me I HAD to come and play it.
Aim isn't precise, the camera doesn't make me see well below, and the rage mechanic doesn't make the game so unstable (well, if you mean rage as an unstable emotion, it is, but it's not perceived while playing).
I hope you will make a fully developed game like this in the future, can't wait to play it! Good job.
I'm not a big fan of the upgrade that reduces your rage time, though. The short rage means you often just throw yourself into a crowd before you can even react. I realize there's some invincibility but I still found myself constantly thrown into bad situations. I don't mind it as option, but I just wish I could cycle it. I think a shop refresh would've been nice.
Noticed enemies getting stuck on corners and doorways.
The graphics are very cool and the zip is super small for a game that colorful ^^.
I experienced a lot of collision issues with enemies, that couldn't walk forward anymore or were thrown around by the physics engine, but that couldn't spoil the fun.
The upgrade system is a plus too and all in all it's a fun game!
Keep it up and thanks for submitting!
I don't think this balance was intentional, but it actually seems like the upgrades naturally put you at a dead end. For example, with 1-hit kill you can probably just sit in a safe corner and shoot all day. However, the rampage mechanic forces you to run out of the corner. Normally this isn't too bad and you could run back, but eventually you'll pile on so may upgrades that shorten your duration that you're just rampaging every few seconds. At that point you might as well just play normally. However, that was what got me killed eventually. So if that was an intentional balance design it is a clever one. If not.......it's still a clever one.
Clean entry !
Audio was overall fitting; the music was solid and the sound effects were clear. However, I got to a point where I was shooting so fast the bullets were exceeding the max concurrent audio sources limit so they all got cut out (this was around round 12). That aside, the shooting sound was a little on the smooth side and could use a little more punch, but that's nitpicking.
Graphics were simple geometry-wise, but everything looked aesthetically pleasing. Not sure what the relevance was, but I like the movie set motif. Just seemed kinda fun.
Balance/power curve could obviously use a bit of tweaking, but it's a jam game so I can't fault you guys for that. More just mentioning for completion-sake.
My only real suggestions would be to 1) do something about the zombie spawn points and 2) make those invisible walls more obvious. There were quite a few times I tried to walk down a hallway only to realize it wasn't a real path and was blocked by an invisible wall since it looked the same as the other hallways (only with a fade to black at the end). Regarding the spawn points, there were quite a few times a zombie would literally spawn on top of me, resulting in instant damage. Perhaps it would be be better to check if a spawner is too close to the player before picking it as a spawn point? That would also incentivize roaming around the map rather than camping a known spawn point.
I know this sound like a lot of critique, but honestly the higher the potential a game has, the more detailed my feedback tends to be, so take that as a compliment. It just makes the areas a game falls short more obvious when everything else is held to such a high standard. :stuck_out_tongue: Overall, a really high quality submission though, so good job. :thumbsup:
My only complain is the game felt too easy. And it ends too soon :'(. I think you could just made them spawn for ever since there is not real ending.
Good job !
Cool aesthetic, fun to play - what's not to like? This is a really solid effort, well done!