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Enraged's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music | #5 | 3.333 | 3.333 |
Visuals | #6 | 2.333 | 2.333 |
Innovation | #7 | 2.333 | 2.333 |
Theme | #7 | 2.333 | 2.333 |
Sound | #8 | 2.333 | 2.333 |
Design | #9 | 1.333 | 1.333 |
Overall | #9 | 2.333 | 2.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
To be honest, the game doesn't try in any way to tell you what is going on. Im presuming that you need to defeat the frozen red creature. But shooting him enough just makes him disappear. Also as far i as understand, there is a rage meter that fills up when you do you touch the creature or his hands? or when you press space for some reason, pressing space doesn't seems to anything else. The hands consistently push me trough the collision of the walls and get me stuck. There is also a large usage of 3'rd party sprites like the bullet kin and some potions of a very different art-style. Also when using pixelart, try and keep objects at the same artstyle and resolution, like one pixel on item A should be the same size as one on item B.
I must say though, that this seems like an interesting arena shooter or boss fight with some real intent behind it. But it struggles to covey what it is and what you are supposed to do. Just a short description on the itch page could do. The bullets also have physics, which is very intriguing, but i struggle to understand its significance
If there are any takeaways here, i think it would be that you should build your games in manner so that people will know how they function, get it playtested and see how they react to different things. Game design is mostly about understanding how others will perceive and interact with the game.
I hope you didn't percive this as too negative, but i hope you can take this as an opportunity to learn. This could be great with a couple of tweaks, so that the mechanics are more easily understandable.
Thank u so much Philip for your honest review :-)
we understood, what should we improve and where should we work on, this gamejam had teached a lot. So we will try our best for the next time. Thank you
It's hard to add anything more to what Philip said, so I'll just leave an extra tip. Add a brief instruction in the game that contains controls and explanation of the player's goal. Then give it to someone else to play it for additional opinion. It would suck to loose opportunity to get feedback, just because the player has to figure things out on his own and focus on that instead of the game itself.