Really nice visuals, the mechanics and the spin theme are nicely integrated, I really think you did a great work there, so well made, the movement is smooth and all is nice really, sorry i couldnt check the game before the jam ends, its a cool game
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Dianthus's itch.io pageGame's Take on the Theme
spinners, spinning attacks, orbiting weapons
Did your team make the majority of the art and music during the jam?
yes.
If not, please link to any asset packs or resources used here.
most sounds are sourced from freesound under cc0 and edited. https://f8studios.itch.io/snakes-authentic-gun-sounds, https://screamingbrainstudios.itch.io/horror-texture-pack, https://ggbot.itch.io/quinquefive-font
Comments
Cool game! Itβs clear that a lot of effort went into making it high quality. The rotation theme is implemented really well. The controls are smooth and intuitive, but for me, the game felt quite challenging. Maybe the crystal follows the mouse too slowly, or perhaps it's something else.
That said, I still enjoyed it! The music is great too :)
That rusty silent-hilly look is so cool!
Bosses are creative and fun to figure out.
With only 3 hp (vs 105 of the first boss) and such a huge difference in the speed between me and bosses, the only viable strategy was to throw the dianthus away and simply focus on running from projectiles while praying that the dianthus would randomly knock the boss out.
Placing most of the controls on the mouse is a great idea for this game, it helps to move precisely together with making faster "dashes" (well, as fast as the speed limit allows, which sometimes felt like an unfair drag). Maybe you could also map X onto M1 to completely eliminate the need for a keyboard, and it might also play great on a touch-screen (with a couple of on-screen buttons).
I really like the music and the mechanical, rusted feel of the 3D models, which contributed to the overall moody atmosphere of the game. The second boss in particular was especially well-animated, with the jerkiness of the movement and how it would slowly creep on screen, and it was a nice design element to include the sawblades on it. However, it felt a little unfair to fight because it could trap you with no way out, so I was stuck on it for a while before I realized the movement pattern was always the same. The fourth boss seems a bit glitchy at times, and I saw the HP jump from 0 to 81 or something like that when it changed forms, so it might be a good idea to add some indication that it's a second phase. I thought the orbiting mechanic could also use some work, since it was usually easier to fire the dianthus and focus on dodging, instead of positioning the crystal to overlap the orbit with the boss. Maybe it might be more effective if the orbiting speed was increased or you could hold the mouse button to draw them in closer. Overall, it's a solid experience and I genuinely enjoyed it. Good job.
First and foremost - I really like how the controls feel. While it is super simple, the game demands very precise movements because of some of the boss patterns, so the controls work out very nicely, which is awesome. The art style is excellent, and I especially like the worm boss (which reminds me of the Destroyer from Terraria); great use of emissive details to bring a very pleasing aesthetic to a minimal environment. Great stuff on every front.
simple controls are always good, the game is kinda slow which makes it less tempting to replay when you loose a few times, even just a player dash would make it a lot better I think, good work though you should be proud.
I am a big fan of games with simple controls. It does not take a lot of time to learn and it puts you straight into the action. This game is a very good example of that. Having lots of fun just watching the ball bounce around the arena.
Launching the Dianthus felt a bit odd. It feels like it should carry momentum.
5 stars game, fun and beautiful, nice music as well. A web build would help, thanks for the Linux version though
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