Once you get rolling, nothing stands in your way. I like how many health bars you can have. Good stuff!
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POWERCHORD's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #53 | 4.160 | 4.160 |
Presentation | #155 | 3.880 | 3.880 |
Fun | #173 | 3.440 | 3.440 |
Originality | #284 | 3.440 | 3.440 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
Both in the musical term of power chords and in a universally themed energy "POWER" bar the entire game is built around!
Comments
Liked the sound and graphic design alot. Especially that each laugh was assigned to an enemy type. It's a small detail but a very good one! Sometimes I died suddendly and I didn't realize that my Power was away. So more of a warning and indicating would've been nice.
nice Game!
Thank you! Yes, we only had three people on the team submit their voice to the game, but I wanted to make sure each character spawned specifically using one voice set, haha.
I think it's a very common and completely understood complaint that it's hard to read the power bar not only because it doesn't typically show where your red health is, but in combat it's very out of the way and difficult to look up at when planning attacks.
Thanks for playing! <3
Awesome beat em up. Title screen is really cool. I like the character sprites too, I just wish I could see them a bit better lol. I think if the camera was zoomed in a bit that problem would go away, and it might not feel quite as slow to move around either. Gameplay loop is fun, even if it does get hard pretty quick in Room 3. Great job!
Genesis-like beat-em-up kickass fun! Love the combat, sprites, and overall vibes 😎Great job!
I'm glad you enjoyed it! I think a dash or dodge or something would be nice to not only add mobility, but a way to cancel your own charge attacks without taking damage, haha. Also might make the stages a bit smaller so the lower movespeed wouldn't be as taxing. We're hoping to work on the game after the jam, but definitely need a little bit of a break before diving back in. :P
I Absolutely loved this game!!! As an action games fan, I have to say it's everything there, I felt like playing Doom or DMC, it's nice having to pay attention to your life when attacking, as well as your positioning, it felt like a great combination! I just wish the theme of the game involved a gambler rocker or something like that, it could suit more the gameplay! You could also make the map a bit tinier so that it would be easier to look at the life gauge and the combat. Amazing game overall!
I'm glad you loved the game! :D
Having a health bar that is tied to your charge felt like a really solid idea, but I agree we definitely needed to make the charge amount and damage more visible and nearer to the combat, it's too easy to ignore looking at it where it is while being far too crucial to the gameplay.
Thanks for playing! <3
didn't need to spend any time tuning and my fingers didn't hurt. does that mean I'm good at the game
tried hard to get to round ten but alas, my performance as a guitarist was lackluster. >:'3 great job on your first jam game, the assets and concept were a fun endless format. i will forever live in terror of the dog man.
Absolutely loving the art style and thematic unity going on here, really nice work!
oozing with style. damn. love the art, its so well done. and the music is so good, complimenting the art and vibe perfectly. i like what you did with the power bar, its very well done. and i love wacking the shit out of enemies with my guitar.
Game softlocked here but this is how far I was.
At a certain point it becomes basically impossible to loose I think.
Here is some feedback:
- I kinda wish the randomization of stats wasn't that aggressive. It makes the combat a bit too random in the beginning and can really screw you over. Later on it doesn't matter as much as because you are just insanely overpowered.
- Movement vector doesn't seem to be normalized, this makes it feel a bit jank in my opinion.
- Shooting is just objectively better than melee. In the beginning there is a point to be made that melee makes the sniper enemies easier to deal with but after the range upgrades hit critical mass there is just no reason to use it anymore.
- Passive power regen is something that makes passive play very appealing. You can just stall out the time after only one enemy is left and fill all of your power meter and then just purchase every upgrade.
Really liked the music and artwork.
Great game overall, I enjoyed it quite a bit and would probably have continued if it didn't softlock. Great stuff.
Nicely done, glad to see you get so far and enjoy it! :D
Yeah, I definitely wish we could've spent more time balancing. We had the right idea of dividing the coding between multiple people, but we merged it a bit too late and didn't have as much time as we hoped to figure out the randomized stats. It was a lot of "This is too strong, maybe try this number instead?" and hope for the best, haha.
We had some cool ideas to make both forms of combat have their pros and cons, but it is incredibly in favor of having that range for sure.
We also had hopes of having a central power source that slowly deteriorates over time that would eventually stop giving you passive power.
Ultimately, we had a lot of lofty goals and ideas and just not as much time as we thought. :<
Thank you for your feedback though, we would love to work on fleshing this game out more in the future someday and it's nice to see how people feel and what they'd like to see! Thanks for all your thoughts and I'm sorry it eventually softlocked on you! New ending unlocked, I thought the gunner girl coordinates crashing the game was the only ending, haha! :P
Ey, just played your game i loved the sfx sound bits and like previous peaplo say here, it reminded me of the old genesis games, really cool, i hope you guys keep updating the game, cause it has good potential, a lot of this games in this game jam have a good potential, so i really hope you guys keep updating these game later on, its was so cool ^^
Really creative idea! I love the very Genesis/Megadrive style sprites. It's an interesting design decision to tie player health to "mana" essentially. I found it a little irritating to be honest but that doesn't mean it's a bad thing. I killed myself twice on the first level before I realized. XD
I loved the way the enemy health bars would indicate how much damage you would do as your charged up a chord. super satisfying to chain together three or four quick kills in a row.
Great work!
I definitely understand deadlines sneaking up on you. XD
I saw other people were perplexed by the shop system and I understand that it could probably be reworked. However, I think it's a really interesting idea, deciding if you want to upgrade and go into a level with really low health, or play more conservatively and risk being to weak it the later game.
A nice, classic beat-em-up. Feels very retro. Art, music, even the sound effects are seriously retro. I'd recommend enhancing that feel by using a CRT visual effect, so you really feel like you're playing on an old computer or arcade machine.
Felt odd to just be able to pick every upgrade, every time. Maybe give people a choice of major upgrades, like new attacks, faster movement, etc. Didn't find any other faults.
This game is so charming! The opening feels especially nostalgic for me like I legit feels like I booted it up before. I'm also a HUGE fan of how you interpreted the theme!
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