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10/4/2025 Updated Unity version to patch security vulnerability CVE-2025-59489

GadgetSmack Pre-Alpha

Built and uploaded for Feedback Quest 8 Jam! If you're interested in following GadgetSmack sign up for my mailing list here: https://ethanmarcello.com  and follow my Itch account!


Play as Gio, a trained operative for the World Agency Special Police (WASP): a galactic organization enforcing order among the stars. WASP headquarters assigns you special missions to support the objectives of the World Order, keeping the peace and ensuring the safety and security of its citizens. The pre-alpha version here is a combat simulation that all agents-in-training must complete prior to officially joining the WASP ranks as full-fledged agents.


Land consecutive strikes with your giant sword to charge your JUICE BAR and deal greater damage with the sword attacks!!

Music by Joey Marcello.

Instructions:


Use W,A,S,D or arrow keys to move. Use the left and right mouse buttons to attack. If you aren't sporting a mouse try using the "K" and "L" keys, you can attack with those as well.

***Doors to the next room will only open after you have defeated the current wave of enemies.*** 

The "Quit" button only stops the game. If you are in full-screen you will need to press 'Esc' key to quit. If you want to play again, refresh the page.

To be updated of new playtesting opportunities and game releases, please join the community by using the MAILING LIST SIGN UP FORM ON MY WEBSITE if you haven't already.

Feedback Wanted (comment, email, or discord, information below):

  1. Would you be interested in playing a finished/polished version of this game (keeping in mind there are still many more features and combat to add).
  2. On a macro level, what is one major feature I could add or change to make the game more fun, and/or get me to a “yes” on question 1? If it’s more than one feature, please list.
  3. Tell me about anything else about my game. I'm open to ideas!

Comment!

Email: feedback@ethanmarcello.com 

Discord Username: ethanjmarcello, invite link: https://discord.gg/zma5xfA6

Update Log:

9/10/2025 v0.2: 

  • Significantly reduced enemy wave time to make it easier to beat the demo
  • Player always respawns at full HP 
  • Enemy hitboxes are tighter (player will not take damage if running over the hammer attack after it lands)
  • "Lava" tiles now teleport player appropriately on contact

10/4/2025 v0.3:

  • Updated to Unity version 2022.3.62f2 to address this security update advisory and patch security vulnerability CVE-2025-59489.
  • Included full-keyboard control option and indicated this in the tutorial. It was discovered that while holding down two direction buttons, attack keys K and L were not registering, a currently outstanding issue. Because of this, using the mouse inputs for attacks is recommended.

Comments

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(1 edit)

Hey Ethan!

I played a current version of the game.

Here some feedback from me:

pros:

- Game has unique style, that's really great. I think there is great foundation for "game appeal" (important) effect. Just like you have your own way of building art, that is great advantage 

- I like how you design mechanic of fight, that integration of fast/strong attack is great approach to encouraging player to use both of them or even pick different tactic

- Juice mechanic has potential to be foundation for other mechanics, simple idea to make player "keep flow" when he keep avoiding mistakes etc.

- I like music you put in game, that is really matching this rouge-like style to get into "flow" of beating next wave of enemies

cons: (Probably it's early build, but just giving feedback for current version)

- Lack of health bar, I see there is way to die but couldn't understand when I am close to be dead. Probably that is something that will open discussion: can player regain health?

- Juice could give some more feedback for player, so I know now I in flow and have more power, probably this is matter of some visual effects. The same thing with loosing my juice

- Couldn't understand pass game mechanic, should I beat them all or just run to doors? Probably need some explanation in any way. Not sure but that could be probably solve by some tutorial with fiction layer explains player what is going on. (I did pass the game)

- Enemies could have better path finding, now they can just stuck on wall, that could just beak flow for player

- There could be better feedback that I punched an enemy, there is push back but event the simply shader could make it more engaging. Probably there is full topic of making fight more juicy with more feedback and animations

- Fight has potential for rouge-like, but there is some lack of dash mechanic that allow me to jump of enemy to avoid attack, maybe there is other way but just make fight more dynamic


Overall you have solid idea for rouge-like game with unique style. In my opinion with more polish you sure can get that "game appeal" effect.

Keep it up!

Pavelee!

Thank you so much for your kind review of my early build! Truly, you're the greatest!

I see where you are coming from for sure, there isn't a lot of direction for the player right now, and it lacks proper incentives and juice to keep player flow. Additionally, the combat can make use of JUICE to add layers to the combat mechanics that would be engaging and fun for the player to discover. Enemies are a bit dumb, yes haha.

I'm working on a full overhaul, and hoping to get it out by this upcoming January! Also working on a Steam page :)

-Ethan

1. has a cool vibe and artstyle and music so thats great

2. the juice bar filled should have a special attack that fires like a spin attack or something like that ?

3. collision of walls slightly weird, the respawning seems like whatever, doesnt feel consequential enough i guess. the openings for the doors... like on the wall top pattern it could have some kinda indication like ]  [   or something 

Thank you for the feedback! Definitely the JUICE BAR could use a secondary function other than to just show your current power, thanks for the suggestion!