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Backroom Blaster's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
X Factor | #79 | 2.449 | 3.000 |
Fun & Design | #82 | 2.449 | 3.000 |
Music & Sound | #90 | 1.939 | 2.375 |
Technical | #93 | 2.143 | 2.625 |
Overall | #93 | 2.245 | 2.750 |
Graphics & Animation | #94 | 2.143 | 2.625 |
Focus & Theme | #94 | 2.347 | 2.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you credit all assets in-game (including your own) as required by the rules?
Yes
How did your team implement the focus (and optionally, the theme)?
Timer based gameplay inspired by doom rune trials, with backrooms escape level design and objective.
Team Size
Solo (1)
Will you continue work on the game after the jam?
Yes - aiming for a commercial release
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Comments
I didn't run into any bugs, gameplay was fun and interesting enough to try a few times before I gave up. The game just really need more polish and better sound especially. Something that took me a long time to learn in making games was sound, but lemme tell you, it is arguably more important than graphics. Obviously all aspects matter, but sound is something you really don't want to short change yourself on. I recommend buying a asset pack like universal sounds by imphenzia or something else extensive, cuz its very helpful to have for game jams. Overall good job, and I wish you the best of luck with the rest of development!
If you'd be so kind to play my game and leave any feedback, I would really appreciate it! It is a multiplayer game, so I suggest playing with a friend/s, but its not necessary.
Thank you for taking the time to play a few times :D
I highly agree about sound design being arguably more important. Not sure if I'll look into asset packs, I understand they are helpful, but I'd rather push myself to get better with asset creation. I feel I may start relying on packs if I start using them.
Now that the jam is over I'm putting development on hold to focus on work, masters, and overall learning more and polishing off current skills. Also see about expanding ChibiMedia from more than one person haha
Again, thank you for taking the time to play Backroom Blaster, I really appreciate it :D
Overall a great effort. I found a blue door on my second play but couldn’t quite get to it. Played a few more times buying some upgrades each time. Found the blue door again but couldn’t open it :( . I had fun though :) Maybe I needed to find a key.
thank ypu for playing and rating it :D
Yeah there is a keyboard to find before you can go through the door. Currently going through it ends the level and tells the player more levels are coming. I'll be adding more and polishing off visuals overtime. Although I'm aiming for a commercial release, I'll be taking my time so dpesnt matter if it takes a few months or a year, it'll get done haha.
Thanks again :D
Damn this game is hard to run. I tried running it on wine, on protontricks and the only thing that worked in the end to run it on my linux machine was adding it to steam as a non linux game.
After that I enjoyed playing. The sound gets a little repetitive, but overall the gameplay is fun.
You still have a long way to go, until its ready for commercial sale.
Some feedback: -The repetitive firing sound is a little annoying -The performance and optimization is lacking -Unreal engine 4 is outdated but it gets the job done. Although you should move to unreal engine 5. (nitpick) -Music playing would be nice. -Hover effects on the buttons are almost necessary. -The spawning of the enemies is a little unfair. Too many spawn and having them all go towards the player at all times no matter what makes the game very hard to keep playing. -The reload speed upgrade should have a limit at 0, otherwise the player could upgrade it into negatives. -The font is a little childish and boring (nitpick)
Overall, I encourage you to keep working on this! It’s a nice idea, even though the backrooms trend might be a little stale by now. Good luck!
Thank you for the feedback and the rating :D
I'm sorry you had so much trouble with getting it to run, I think that's due to it being built for windows. I hadn't thought to look into a build for other OSs honestly.
I would have used ue5 but my pc struggles to run it hence why ue4.27 is the best I can do for now. I am looking to upgrade some parts (or get a whole new build), once I do I'll get this rebuilt in ue5.
The reload speed upgrade was a complete oversight on my part, while I have it set to hide the upgrade button once you buy what is meant to be the last one. I didn't set it to check if the final upgrade was bought when the widget loads. I will fix this for the first update.
Hover effects for the buttons are a must have, thank you for pointing that out, I will also add some sounds for hover and press of them.
My fiance also commented about the font hahaha, I would have spent the last day working on changing this, but I fell ill and didn't have the energy to give to this sort of polish. Something else that will be fixed with the first update.
Enemy spawning was a pain to get working, I have a spawner system in place with numerous spawners and each spawner, spawns an enemy when an enemy is killed. I tried to set up a collision box on the player to de-active spawners in range but for some reason it wouldn't work. I have an idea on how to fix this, I just never got to doing it for the submission.
Thank you for the feedback, it is appreciated so much. I think one of the biggest issues I faced with this jam was not enough testers haha. I should have had friends testing it throughout development, not just the day before submitting haha. I'll know in future. Like you said, a long way to go, but I believe it will get there. Its a journey, not a race.
It’s always the hardest to get your game tested for a jam lol. I like how much you achieved and your effort is definitely nice to see! Keep making games, I think you have a real nack for it. Also tell your fiance I said hi.
Nice entry !
A bit rought on the edges but the main gameplay is there and it works fine :)
Some feedbacks
The upgrade system was a bit confusing at first. wasn't sure if i was upgrading all at one or not and ended up clicking a bit everywhere bore realizing it was on price for all but only 1 upgrade.
Having to go back to the menu after each game then click on upgrade then play is a lot of step to replay. It would be more efficient to have the shop appear every time you die then have a replay/continue button to get right back into it.
All in all, it's a really decent entry. with some more polishing & QOL adjustement it could get really fun :)
thank you for the rating and the feedback :D
The inclusion of the shop on the game over screen is a great idea, I will implement this moving forward.
I do plan to continue development and iron out some of the issues and add more features and level.
I think the biggest problem I had was not enough people tested it and it was submitted early due to being ill.
Thanks again for playing and leaving a rating and feedback, much appreciated :D