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Headshot!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #3 | 3.727 | 3.727 |
| How well does the game fit the themes? | #4 | 4.000 | 4.000 |
| Gameplay | #4 | 3.636 | 3.636 |
| Visuals | #4 | 4.091 | 4.091 |
| How do you rate the game overall (you can consider fun, dev time, etc.)? | #5 | 3.455 | 3.455 |
| Audio | #6 | 3.455 | 3.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3h
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Comments
The game looks nice and polished enough, I'm impressed how you were able to keep the scope small enough to stay within the 3h.
I really like the small things about the head coming back:
- Being able to kill multiple enemies when coming back VS only 1 then the head auto-returns
- Being able to call the head back, so that you can decide how long you stay vulnerable
I wish that the game would start spawning more enemies on subsequent tries, and to have some way to better take advantage of the return of the head killing multiple enemies (either being able to adjust the head trajectory a little, or to be able to still move a little your body to adjust )
Thanks for the game, and congrats on winning the Trijam 334 :100:
thanks for your feedback :) you can actually call it back whenever you want by pressing lmb again, i never mentioned it. And i planned a small upgrade system but then i decided to go for more polish
Yeah, sorry that is what I meant that I like being able to call the head back. I'm not always super clear, especially by text.
What did you want to do for the upgrade system, at first?
Also, good job on the neon "survivor-like" for your bachelor thesis, I got the d version and played on a computer, so no haptics, if there were any. :D
i wanted to do a little skill tree with are damage, head throw speed etc but i though juice would be more important :)
And thanks for participating!
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Super satisfying gameplay loop... simple, but really well-executed. The head-throw mechanic was weirdly fun (and funny), and I loved how the visuals and screen shake gave everything a great sense of impact. I didn't expect to enjoy watching the little guy lose that much blood, but hey, here we are 😅. A kill count or score tracker would be a nice touch for replay value, and maybe dialing back the camera shake just a bit could help with longer sessions. All in all, this felt super polished for a jam entry... awesome work!
Funny game, good job ! I liked sound design and graphism
It works well, not being able to move while shooting is a good idea, each shot is a risk, however the game is perhaps too simple for it to be risky to shoot, but for a game jam it's very cool, good job ;)
You achieved a nice little mow-em-down game here in a short time frame. Nice choice of colour palette to make the blood spatter stand out. Poor little guy lost so much blood. Is part of his superpower regenerating it? lol
I can't believe I'm saying this, because I don't really like gross things, but I actually found myself wishing the sound effects were more...squelchy? To really sell it? If that makes sense. But certainly a well-functioning game. The only thing that irked me a bit was the camera shake, because while I can appreciate that it makes sense in a game where you are literally throwing your head, I don't think I could play this very long before my IRL head started to ache. Just something to consider if you were to develop further. :) Nice work!
Wow, simple and effective. I can really see that you worked on the game feel. That felt great to smash those characters with my head haha. I love to see that kind of polish for the short time frame.
Really well polished. It felt really smooth with the screensake and effects. Simple but great, loved it. I was thinking that maybe you can add like a score of how many enemies were killed or something.