I can't believe I did my boy Big Wall dirty like that, I feel so guilty... Nice job on the game, it was a fun little adventure! Great music, stylish art, some fun irreverent humor, and a good tone overall. It was difficult to tell when enemies were in range without attack feedback, but I think I got the hang of it once I got all the weapons.
Play cool game
Super's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music | #36 | 3.786 | 3.786 |
Art | #54 | 3.929 | 3.929 |
Originality | #119 | 3.571 | 3.571 |
Overall | #128 | 3.440 | 3.440 |
Gameplay | #157 | 2.929 | 2.929 |
Black and White | #185 | 4.143 | 4.143 |
Theme | #260 | 2.286 | 2.286 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
The game was pretty fun. I enjoyed the art and thought the writing was pretty funny. I think if the platforming controls could be tightened up a bit this would have a lot of potential
The gameplay is fun enough, but I feel like you really have a unique style and some interesting narrative ideas (why are the slimes saying "Wassap!" to me?). I couldn't figure out where to go after getting the knife, and I spend a good 20 minutes looking around. Wasn't sure what looking up did, but I saw it has a unique sprite for the motion. Music was very fun and made me pretty nostalgic.
Really enjoy the bits of irreverent humor that reminded me of Undertale. Felt like I was trying to find some way to have more conversations.
Overall, I'd say that the platforming gameplay kinda felt superfluous and not needed. It's fun enough, but my favorite moment was just conversing with that (tree? fleshwall?) dude. I didn't want to kill him! Could be cool to maybe have another way around? I had an option to ask him to move aside, and well, trees can't move so I get why I had to stab him. But would be cool to have an option for non-violence. Or that tower of basic enemies, which could also have made for interesting dialogue. I'm just a bit sad that a really hard jump kept me from enjoying the worldbuilding. Also, controls could be a lot more streamlined, since a lot of the bindings choices are a bit confusing (down is interact? Up makes me look up?) Great start! Character designs are quite strong, which makes me want to learn more about them!
-Zach
EDIT - I ended up getting farther and was happily greeted by more interesting individuals! I'd really lean into the silly dialogue and strange forms of roadblocks.
Hahah thank you so much for the input!
Yes, I did have initially in mind to have different outcomes, but due to the time limit (and, well, it being my first ever time programming a "full" game/working on a jam"), I had to make the logic slightly more "simple", but making different paths is totally something I'd like to do if we do a full version of the game.
I'm really glad you like the wall though, and the interaction not being straight forward was --kind of-- in the design, but now I feel like I should have put something like a "Press Down to interact". I wanted to have the player have a feeling of freedom to roam aroud and do stuff the way that was more natural, so I avoided from really "telling" you where to go. I see now that, well, it could have been a *bit* more obvious HAHA
The platforming itself wasn't supposed to be as difficult, and I did feel like it was really laking, but well, can't help it now HAHA I'll try making it less traumatizing on the "post-jam" update, and in future additions to the story and to the game.
About the characters, I wanted to make some special "this enemy, but it's a cool guy that will be your friend if you will", which kind of started with the Big Wall (Who'd think a weird big-eyed wall would have a slightly caring personality?) (Also, well, he was the first ever character to be made HAHAHA)
Anyway, thank you for the input, it's great to know that we were able to deliver something this solid!
Thank you so much!! The one who did the OST for the game was raphaelgoulart, you can find some of his stuff here: https://raphaelgoul.art/
"Famitracker was used for the music/sfx, more specifically this fork of it: https://github.com/Dn-Programming-Core-Management/Dn-FamiTracker/releases" - Goulart
Hi,
I like the aesthetic of the game and the music also fits it quite well. The art in this game is also nice! I do have some feedback though:
- Everything is quite hard to control with the current controls, so you could try switching those up a bit.
- The combat is quite hard, but also feels a bit boring after a while: you could try adding a ranged enemy.
- The animation for the player seem to be initiated when you pick up the knife, which kills the vibe beforehand.
- This is optional: changing the font to a more pixel-art style.
I do know it's your first game and first jam, so it's a good project (especially because you finished the project) so don't let my feedback stop you from creating more games :)
-Remi
Thank you so much for your input!!
I did feel that too about the combat and the controls, unfortunately we were running really low on time, so I couldn't really balance things enough before I got to send the game. The first three topics are kind of things I considered but didn't have enough time to fine-tune or change to reflect the updated state of the game, but the fourth is something I had not considered.
Also, about the controls, I kind of had to get rid of WASD so it wouldn't conflict with the arrow keys, but on a future re-release I might make it so you can choose what type of input you want.
I really appreciate you for pointing it out to me, as it helps me improve! I am really excited for my next project, and to use everything I learned with this jam.
Loved that; every character has a story and art feels me awesome, one of my bests so far!
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