loved the art and atmosphere of the game!:)
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RockOni's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
ART / VISUALS | #18 | 4.300 | 4.300 |
BOSS DESIGN | #49 | 3.500 | 3.500 |
Overall | #76 | 3.311 | 3.311 |
USE OF THEME | #110 | 3.000 | 3.000 |
SOUNDS / MUSIC | #113 | 3.167 | 3.167 |
FUN | #120 | 3.000 | 3.000 |
CONTROLS | #139 | 2.900 | 2.900 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's take on the theme
The game allows you to switch between two playable characters in real time, some of the bosses also exchange between their companions in a similar manner.
Did your team create the vast majority of art and music during the game jam?
Yes
Did your game use PlusMusic?
No
Did your game use Playroom?
No
Did your game use generative AI art?
No
Comments
really great game here! 4.75/5 ! best of luck to you!
Hey there, I am trying to get other to re-submit their reviews for my game if possible...it was deleted and removed from the Jam on accident based on a technicality which was solved between the Jam Host and a particular asset used in the game...please if you have time, energy, and/or generosity to re-saved your ratings/reviews for the game. I am going through and re-saving yours given my browser kept your rating saved data on my end...but it looks like I lost all 73 reviews and ratings from my end.... :( best of luck to you in the Jam
Sorry for the inconvenience if you have a chance to rate/re-rate
Hey! Finally had time to play your game and review it.
Let me say it now: you guys are the winners! At least an honorable mention in something, but wow, this is the best game in the jam so far for many reasons.
Gameplay: Many people talk about the responsiveness and how good it feels to press the buttons, so I will not get very deep into that. I would like to talk about the jump mechanic. I don't know if it's on purpose, but the falling section of the jump movement is kind of slow. This, combined with the double jump and some bullet hell attacks from the bosses, gives a super satisfying aerial combat/movement style. An aspect that many games in the jam failed to succeed in is actually providing a variety of bosses. Even we, in our own game, needed to recycle sprites and movements. The bosses in your game are varied in feel, looks, move set, and strategy. Well done!
Art: The art is outstanding, a beautiful combination of 3D perspective with 2D sprites. The predominance of the color red, alongside enemies resembling Oni's masks, gives an apocalyptic sense of danger while also giving that Japanese feel (The music helps a lot in that regard too). My respects to the artist who was able to put all of this together in such a short time. This is great stuff! Congratulations!
Music: Here I can give more insights because I am a composer myself. And the first thing I want to shout out from the composer is his variety of output. Very flexible and presented great musical ideas, combining Japanese scales and instruments with western orchestral timbres and even chiptune-like synths. And as I mentioned before, his use of sound design and the use of chromaticisms in pentatonic realms reinforce a lot the Japanese feel the game wants to convey.
Many composers in this jam made the mistake of creating powerful yet repetitive, loop-based music for boss fights. While loops are crucial in video game music, it's vital to minimize their repetition in boss battles. Since these encounters are intended to be lengthy and challenging, excessive repetition can quickly become annoying. Thankfully, this composer grasps that concept perfectly! Also, because of this necessity of long format music for bosses, I can understand perfectly why the music suddenly stopped during the second boss.
However... Personally, I would not mind if you guys repeated the first boss battle music hahaha, it's better to repeat than to have nothing in the background.
Just as a personal taste, I would try to reinforce more of that Japanese feel in the boss battle. It's very present in the game title, but not that much in the rest. Japanese music is characterized by its "Dark" quality; mostly the "In-sen" scale represents the best qualities of classical and court Japanese music. The boss music, however, feels very bright; some extensions even remind me of a kind of Lydian sound, wich is not coherent with the previous musical elements and the feel of the game.
Using diatonic scales to represent Japanese music is not a problem, but in this case, I would rather choose a Phrygian Scale. It has the same tone quality as Japanese anhemitonic scales. And the relationship between the 1st and 2nd grade of the Phrygian gives exactly the same feels as the In-sen scale. In fact, the Phrygian scale IS the In-sen scale but with one extra note.
Overall, the game is great. I believe you guys will win. It has creativity, quality, and everything about it is great. Wish you success, guys!
Amazing. This game is really well made. The art is amazing and the animations are really good. I liked the controls, they were really responsive. The attacks were also really good. Great Job. This is one of the best games I have played in the jam.
If you are interested, could you please play my game. I would really appreciate it.
Wow, this looked really polished and interesting. However, I was stuck off-screen in the second fight so I couldn't see it further. But yeah I love how it looks and plays. A little better hitboxes and hit feedback and it could be made into an actual commercial beat 'em-up game!
Great looking game, the controls were pretty good and the attacks were nice, but the second boss had no music which made it pretty mind numbing and the bosses have a bit too much health if you ask me.
Good location and character design. good sounds and responsiveness of strikes, but for me the music does not suit the battles and setting. I would like the characters to be different in some way other than their attack.
Awesome game with awesome presentation. The controls felt a bit weird to me and the special punch attack had more area behind than front i think? I was able to cheese the last boss by going down (I accidentally fell lol) and just spammin attacks.
I can tell there is a lot of effort in this game and I hope you can keep working on it because I would love to see more!
I'm not normally into these kind of fighting games but wow, the visuals look really on point, the music was really well done and I loved that the game just throws you into the world building! Good job!
My only nit pick was that I struggled a little with the controls but that very well might be my lack of fighting game experience!
Very fun! Some of the bosses felt a little spongy, and I don't think the third boss is particularly balanced for the Red Oni, but there's clearly a ton of work put into the game.
Gotta say the illustration is really nice! I obviously like red and blue themes, as well as Japan related stuff. As for gameplay, I did find it a bit awkward to control, especially in this day and age where WASD is more common.
Also would like to have some kind of distinction to the background in the 2nd boss fight, the fast train movement does make it hard to see what's going on. Another thing to consider is to let player manually charge the special attack, so there's some decision making involved when to let it go. Sorry for me being nitpicky, I do see potential in this game and obviously I'd like to have a better play experience because the setting, characters, designs are just drawing me in!
Wow! Loved the art, music and world building. I had an issue where the music would stop which was a bummer since it was so good!
Super awesone visuals, but the gameplay is strange and clanky, special attacks should be executed faster and have better interaction with the player.
very nice tbh, lacks balance but the game is overall great.
the boss designs is just noice.
I have some things to say about this game:
First: The bosses designs are EXCEPTIONAL, it's truly GREAT. I loved it. The character designs are also very lovely and charismatic, the blend between pixel and 3D can work but it might need some readjustment. I really wanna see this game thrive because it has so many sick ideas, that's why I'm writing this.
2 - The balancing is not in a good state. Normal punches do 10 damage and have 0 range, as opposed to the shoryuken attack dealing 100 damage, with no drawbacks aside from being slow to cast. Not only that, you can hover in the air and always land the punch. The player health is gigantic. I didn't bother to actually avoid bosses hit aside from some of the snake attacks. How every fight played out was basically spamming the special attack and tanking every possible hit of the bosses.
3 - The scenario is a bit tilted to cover the ground area, but the sprites are in a complete sideview, so this make them appear flat. I suggest making the scenario in a perfect sideview and see if the sprites fit better. Also in the 2nd fight, the buildings make me a bit dizzy, they go so fast and the colors are very similar to the sprites. But I absolute love that idea of the moving scenario and buildings, and the whole fight has everything to be a cool fight.
4 - The snake boss is broken in a couple of ways: The laser beam I can just be behind the mouth, right in the neck, as it theres no collision, and spam special attacks and freely punish. Maybe add some collision there? And finally: When I killed the Snake the game broke. It came back to the right side of the arena and froze, leaving no way for me to proceed.
I'm not sure of how aware you guys are of the issues. But everything I said comes from a place of love. This game has SO MUCH potential and I want to see it's glory. Please take what I say in consideration. All that said, I had fun playing this game. Good job everyone.
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