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HyperModder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #13 | 4.533 | 4.533 |
Fun | #24 | 4.033 | 4.033 |
Audio | #30 | 3.967 | 3.967 |
Overall | #64 | 3.750 | 3.750 |
Game Design | #75 | 3.833 | 3.833 |
Innovation | #246 | 3.333 | 3.333 |
Theme | #673 | 2.800 | 2.800 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Game uses preperation and rainy imagery to justify the theme
Did you write all the code and made all the assets from scratch?
Yes
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Comments
Good game, interesting Tetris-like inventory management system. I think there are a few too many enemies on screen, makes it hard to follow what's happening.
Also the game was a bit laggy for me, maybe try increasing the performance a bit?
Very Cool!
Holey moley was this a polished showcase of some heavy visual talent! I had a lot of fun right from the start, and that was just a lead pipe. I do suck at this game but that's because I'm bad and I never felt like the game wronged me.
The game could use some more enemy and arena variety, and the connection to the theme could be stronger. I dunno if this was just my computer but the Credits button didn't do anything when pressed. That said, this game is very entertaining and an incredibly solid jam game.
Thanks for playing! Yeah the credits button doesn't work, it's not just you haha. Didn't have enough time to make that in the end. The enemies and arena are definitely something that can be improved I agree, if I end up working on this more that'll be the first thing (besides the credits button) that I fix! Really glad you had a good time with the game otherwise!
The art was really good! Nice game :)
Thanks for playing!
I finished playing and was looking to see whether it was a team that made this or if this has been in development in a while... Making all of this in seven days is an insane amount of work, especially for this level of polish. I love the backpack hero inventory system, I loved the weapon modifications, and I especially loved all the juice you squeezed into this. The aesthetic was also amazing, my eyes went wide when I see the menu LOL. The only thing I can think of that would make the juice better is to have the enemy bounce a little when the player stomps near them and takes a step, to convey the weightiness of the mech. Really amazing game, you should feel proud.
Thanks for playing! This time around it was just me working on the game, all the assets and code were made within the week but bought and paid for with my sleep schedule haha. Yeah stomping and knocking the enemies around would be a really cool feature and definitely add to the weightiness of the player character, something to add if I develop this game further! Really glad you enjoyed!
Wow, this is impressive especially for a one week project. Art direction is great, as well and gamefeel and concept . Well done !
Thanks a lot for playing!
Amazing feel and art!!
The stylish menu combined with the perfect music, colors lights, and mood. Truly a masterful work!
The controls are tight and responsive! All of the game's mechanics seem to work perfectly.
Constructive criticism:
- I might not have reached far (Round 5) but there was no enemy variety.
- The overall gameplay is great, but I felt I always wanted to fight enemies that are more similar to the main yellow robot, the rats were just annoying.
Overall amazing work, good job!
Thanks a lot for playing! More enemy variety would definitely have been awesome, but I just had to make cuts to get the game done on time. I tried to compensate by giving the base enemy some complex AI, but I agree that sometimes it's not enough. In any case I'm glad you enjoyed, and thanks for the great and in depth feedback!
How did you even figure out the game design in one week!!! YOU must be crazy. The movement felt so satisfying and the visuals were so good. Audio/SFX was on point. Really enjoyed it.
As for the feedback, the game has a lot of optimisation to be done. Had a lot of frame rate issue (Have a rtx 4050) and the enemies were a bit difficult to see.
And yeah the menu was soooo COOOLLL!! It was so well executed.
Kudos!! ;D
Thanks for the feedback! Performance was definitely a consideration but I ended up just not having enough time to add GFX options, which is a shame. Thanks for checking it out anyways and I'm glad you had fun with it!
Probably the game with the best gamefeel of the jam, really good animations, visual and audio design. Enemies are a bit hard to see due to the similar colored background, but overall the game is really fun and polished. Congratulations!
Thanks for the high compliments! I agree that the enemies can get pretty difficult to see, that's a design lesson I'll take to the next game. Glad you enjoyed it otherwise!
Very cool and hack-and-slashy! The presentation is amazing! Great job!
Thanks alot for playing!
Loved the concept and the graphics are insane, i salute you for trying to implement tetris like games from a tetris lover
Thanks for playing! The tetris piece move and rotation mechanics in the menu were really fun to implement, glad you liked them!
Beautiful graphics and decent swordplay.
Thanks for checking the game out!
The graphics and particals are INSANE, as soon as I opened the game I loved the main menu. Awesome game great job!
Thanks for playing! I really focus on presentation so I'm happy thats not been going unnoticed!
The Collision is so smooth and the game is Really juicy. Also the particles are so unique. unbelieveable to do all these from scratch in 7 days. This is definitely the best submission I've seen so far!
Really good! Very nice visual style, especially how consistent it was through the menus and UI too. Kocking back a bunch of enemies felt really satisfying when it happened.
When the numbers got big it did feel like things were getting lost and it was hard to follow exactly what was going on. Overall though, really fun and super impressive for a week!
Haha glad you played long enough for that issue to pop up! A lot of the balancing and effects were playtested around the first few waves, because I figured people probably weren't going to spend too much time playing. Glad you liked the feedback and hit effects, those were pretty fun to make! Thanks for playing!
love the style. I wish the basic attack hitboxes were more forgiving, it felt like I was only relying on the third big attack to hit the enemies. The enemies were also pretty hard to see, being a similar color as the background. Overall felt very polished, nice job!
Thanks for playing! Yup the enemy telegraphs and color are something I really should have caught when playtesting, definitely something to improve for next time. Glad you liked it!
Wauw! The graphics and audio are very nice. The feeling I get when I kill those enemies is similar to smashing a mosquito pretty awesome XD The game has this very polished feel to it. Great game!
Yup! Being able to absolutely unabashedly obliterate swaths of enemies was one of the original design goals I had, happy to see that has come to fruition! Thanks a lot for playing!
Love the graphics and audio, lots of fun. Everything feels very polished and professional. Good work!
Glad you liked the look and sound of the game! I try to make my games have a polish to them but I usually pay for it with my sleep XD, really glad you liked the game!
I really like the idea and graphics of this game! The atmosphere is very cool and I enjoyed it!
Thanks! I've become a bit of a fan of the voxel style graphics, so glad that I could make them fit well into various style of game. Thanks for playing!
the game feels awesome. the attacks are satisfying, the visuals are gorgeous and the music fits everything together really well. The menu's have some persona level of polish and details. amazing game and amazing quality!
Woah! Persona menus are very high praise indeed :). Really glad you had a good time with the game, thanks for playing!