I've had this game for the longest time, probably since 2013, but I've never ended up completing it until now.
It's a solid game jam piece; I've always thought handguns and revolvers are cool, so a game that centers around operating weapons like those in semi-realistic detail was quite novel to me.
Receiver isn't the deepest of games, but for what it is, it's well constructed and presented, plus the firearm mechanics are easy to commit to muscle memory. It does suffer from being a bit shallow and jank, but it was made for a 7-day game jam, I can forgive it. Besides, everything was improved upon for the sequel.
It's a solid game jam piece; I've always thought handguns and revolvers are cool, so a game that centers around operating weapons like those in semi-realistic detail was quite novel to me.
Receiver isn't the deepest of games, but for what it is, it's well constructed and presented, plus the firearm mechanics are easy to commit to muscle memory. It does suffer from being a bit shallow and jank, but it was made for a 7-day game jam, I can forgive it. Besides, everything was improved upon for the sequel.
There may have been a handful of content updates and mods for this game, but it's hard to avoid its creation as part of a game jam showing. A "7 Day FPS" entry it certainly is.
Compare this game to the older Wolfire jam game Black Shades.
Compare this game to the older Wolfire jam game Black Shades.
It's a mechanical gun simulator that translates every part of movement on a gun into keyboard input. You move around a randomly generated map collecting taped recordings and you get killed instantly by one of two types of enemies. I would have played all of it if the time-to-kill was one or two shots slower and if you didn't lose all progress once you died and had to find all eleven tapes again. Also you can't skip the voice recordings. But I got it for 99 cents. Unique and strange.
For what it's worth, Receiver succeeds as a prototype for its gunplay. The realistic mechanics give the game a lasting impression that its gameplay objective does not. Low-poly environments and unfair enemies surround the player, and 11 tapes are hidden throughout; but these elements are trivial compared to the dedication given to how the guns works. Three in total, each has small nuances that make playing with them noticeably different from another. I only played about 30 minutes or so, yet the fulfillment of mastering the controls in a fluid manner allows some entertainment when the rest of Receiver fails to grasp my attention. The running mechanic, aiming down sights, and the overall progression (or lack thereof) detracted from what could've been a better game—that game likely called Receiver 2, from what I've seen of it so far. Receiver was made in 7 days, so I can't fault it to much for what it lacks. I only wish the gunplay had a better game it was made within.
Idk, this game is so unnecessarily punishing for small things like not picking up on a sound que or not waiting two second outside a door to see a very faint blue light from across the room warning you of an enemy, especially when enemies kill you in less than 1 second. The gun mechanics are pretty fun, leading fps gameplay to feel more strategic that usual, other than that the game feels like a tech demo
A concept so strong that the pablum of the story doesn't hinder the gameplay at all. Possibly the only use of procedural level design I've ever enjoyed, given the trip nature of what else is going on in this game. That plus learning how to operate the handguns in question is just a total delight. I've spent a frankly absurd amount of time in this game and regretted basically none of it. Good stuff!