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Angel's Odyssey: The Seven Deadly Sins's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #32 | 3.708 | 3.708 |
Audio | #57 | 3.320 | 3.320 |
Overall | #71 | 3.320 | 3.320 |
Fun | #75 | 3.240 | 3.240 |
Visual | #105 | 3.000 | 3.000 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any third-party assets or skeleton code?
I used this music pack, and this font, but made everything else: https://xdeviruchi.itch.io/8-bit-fantasy-adventure-music-pack https://www.kenney.nl/assets/kenney-fonts
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Comments
My game is similar to yours, but you have great art. Good job!
Thank you!
The art is very cool and collecting bullets from enemies to return them to them is very satisfying. Great job!
Thanks for playing! Glad you enjoyed it! 😄
I've yet to manage to beat Pride, it's really cool that the difficulty ramps up there, but I'll comment now anyway, possibly I'll switch to other games for now and get back to it after the end of the jam.
You've put tons of different bullet patterns here, with such a big game and so many sequences it's impressive that each one is so unique, the game never gets redundant. The controls and speeds feel good, the difficulty is right on point, the music fits perfectly.
Well done.
Thanks for Playing, and for the feedback! Yeah, Pride is pretty tough, haha. I wanted to have something pretty challenging at the end, but they're definitely beatable. Although I may still consider balancing them a little more in the future. And yeah, I worked really hard trying to make all the bullet patterns feel unique, so I'm glad you noticed that! 😄
It is nice ! I like various types enemies and collecting your bullets ! Good job
Thanks!
This is really interesting! I like the concept of having to pick up bullets from the enemy's attacks!
This game had me on my toes: having something to chase through an obstacle-ridden area creates some very fun and engaging gameplay. The only thing that came to mind after playing it is that the game lacks some visual feedback: it looks nice and is very legible, but it's not always easy to tell whether or not I've hit something or if I've been hit, and it doesn't look/feel as impactful as it maybe could. A little white flash, a short pause in shooting, and perhaps a single extended frame of the enemy being hurt (old-school style) could go a really long way. Altogether it is a very nice jam entry. Gonna check your updated version right now!
Excellent game ! The angel hitbox is a bit small so it make the game easier but it make difficult to catch white spheres... Except that I love everything gg!
Thanks! Yeah, it uses the same hitbox for damaging bullets and catching bullets. I made it smaller to be a bit easier, but it also makes bullets harder to catch, so that kind of backfired. Maybe should have just used 2 hitboxes or something I guess.
Nice game! I liked the audio and visuals, and the idea of taking bullets from the enemy gives a good incentive to move around and learn the bullet patterns. I did wish you could move faster though, so you could catch bullets that passed you too.
Thanks for playing! Not sure if you found it, but there is a dash button that if you hold shift, will increase your movement speed. Unless you mean you want to go even faster than that.
I had not seen this! All good then.
The variation in enemy types was pretty neat. The first level's enemies got a bit bland though, if they alternated between cardinal and ordinal directions when firing it would have been more interesting. Instead I found myself standing still next to one stream of bullets waiting for an ammo pick up.
Having to pick the bullets to fire them back felt pretty fun. I think it would have greatly added to the mechanic to emphasize each bullet somehow, like a louder SFX for hitting or the enemy flashing white on hit.
The audio was decent. The art was cute, I like the lean, even with no animations it still felt nice to move because of it.
Overall, a cool submission.
Great entry! What it lacks in polish is made up for in it's gameplay and amount of content. The games length is amazing considering the time it was made in, and the patterns are all very creative and play well into the games main mechanic, which is a great idea. My only complaints would be it feels a little unpolished, and the enemies feel a little bullet spongey
good use of theme in the game mechanics, the controls are responsive and the music is very pleasant. Sometimes it took me a while to get "bullets", maybe having other means to be able to shoot is interesting, or you can always shoot weak bullets and the ones you get from enemies make your damage increase... in general, the game is pretty cool, congratulations.
Nice work! I really like the absorbing bullets mechanic, though I agree with what others have said in that the spawn rate of the white bullets can use some tweaking in the first couple levels. I would also recommend iterating on the speeds of the character and various bullets, as I feel like everything is moving a bit too slow right now. But the fun story, lengthy campaign, and interesting character designs ensure you have a great game to build on!
Thanks for playing! 😄
Yeah, like I said in my post below, I have an update already that fixes the spawn rate a bit. I'll consider looking at some of the other stuff later, but some of that like character speed is a bit hard to change without having to consider the whole game. haha
Really fun game! I played the newest version and didn't feel a slow start. It's really enjoyable and even though I haven't finished it yet, I'm liking it a lot. I'm looking forward to finishing it since it's much longer compared to all the other games I've played in the jam, but in a good way. There's a lot of content to play, and it's not just one level. The mechanic of catching bullets and shooting them back is really great, and I like that the game makes you focus more on dodging than shooting and encourages you to shoot intelligently with the limited amount of bullets you have. The game is great! I would like a bit more polish in the visuals, but overall, it's a solid game!
Thank you for playing! I'm glad you enjoyed it overall!😊
Also yeah, I'm normally just a programmer, so the visual side isn't my strongest suit, but I'm trying to improve there. I did all the character/enemy art myself, and have never done a jam with this much custom pixel art in it before, so that's still an area I'm trying to improve on.
Definitely agree that the balance in the beginning could use some tweaks but you already know that. The mechanics are sound and it’s got a neat vibe. Really nice work!
Thanks for playing! And yup, like I said I've already been working on the early game balance stuff a bit post-jam. Glad you enjoyed it!
Thanks for the feedback everyone! Seems like the common feedback is that the beginning levels are a bit slow, which is fair. I meant to do another balancing pass, but completely ran out of time at the end unfortunately.
I can't submit an update on itch until voting is over, but I did post an updated version on my personal website here:
https://jasmine.games/#/games/angels-odyssey
Basically, I just balanced some of the levels to make the white bullets more common, and made some enemies a little less bullet spongey. And I also fixed a few bugs I noticed, and improved the level select screen a little.
I was getting Binding of Isaac vibes from the subject matter. The gameplay was fun, but even with the dash I felt it could've been a little faster-paced, especially since waiting on munition is a requirement. Other than that, I had a lot of fun and played for a good 10 minutes haha
Thanks for playing! Yeah, as I mentioned in a few of my other comments, I didn't get as much time for balancing during the jam as I wanted, so the first few levels were a bit of a slog. But I've since posted an updated version on my website that increases the white bullet rate, which I think makes it a bit faster paced, and helps to get to some of the more interesting later levels quicker.
https://jasmine.games/#/games/angels-odyssey
A fun take on the limited bullet category, kind of going in the same direction as mine.
I do think that there is maybe a bit too much waiting around, since bullets spawn so infrequently, and move away very quickly. Maybe bullets could be moving slower, or there could be more of them? On the other hand I do like how bullets create gaps in the patterns, which let you slip through otherwise hard to dodge attacks.
I was also a bit confused by the map screen, as the map controls were not really explained.
Overall, the mechanic was quite creative, and I enjoyed the game quite a bit! Well done! 😃
Thanks for playing, and for the feedback! I've since posted an updated version to my personal website that increases the rate of white bullets. This does make some of the earlier levels a bit easier, but does seem to improve the game flow and speed things up a bit.
https://jasmine.games/#/games/angels-odyssey
I also tried to improve the level select screen, but it probably could still use some work. I was sort of trying to do something like the overworld from super mario world, but it didn't quite work out as well as I wanted.This game is really nicely put together and theres a lot of variety here. The enemies are well designed and the game is balanced really nicely. My only gripe is that, although the mechanic of having to grab bullets is really cool, it does mean there's a lot of just waiting around and hoping for good rng. Sometimes they spawn in a way which you just can't grab and it can make the game a little tedious at times. That aside, I had a ton of fun :) Perhaps the bullets could stop somewhere and stick around for a few seconds rather than just going completely off screen?
Thank you for playing! I mentioned in a few of my other replies, but yeah I realize I had some issues with balancing and the early levels being kind of slow. I've since posted an updated version to my personal website that improves some of the bullet spawn rates, and should make it less tedious I think.
https://jasmine.games/#/games/angels-odyssey
I didn't realize I had to move up to go to the next level, and replayed the first level over and over like 4 times. (I though the map screen was just a pre-level flavor text and that maybe the game was unfinished and just copy+pasted the first level 20 times.)
The first level is painfully slow. Limited bullets combined with the random movement means that the player's best bet is not only to wait for bullets, but also to wait for the enemies to move, lest they move out of the way just as the player is about the shoot. It's tedious.I think the game might have benefited from having auto-aim. There is just too much waiting for me to enjoy this.
Oof, I'm sorry the level select screen wasn't more clear. That part was not as polished as I would have liked. I've since posted an updated version on my personal website that tries to improve it by making a connecting line between the levels, kind of like in old school mario games, although even then, it could still probably be a little more clear. I also improved the white bullet spawn rates on a lot of the levels, which makes it go a bit faster.
https://jasmine.games/#/games/angels-odyssey
I like the story and the way the different bullet colors add variation. However, the main mechanic can be frustrating. It makes the game feel slow at times, and you can easily miss the white balls, since the player can't move very fast. I think the radius for picking them up is also a bit off. You can sometimes have a large part of the player touching the ball without the picking it up, which doesn't feel too fair. Nice work though.
Thanks for playing. Yeah, I kind of overscoped, and ran out of time at the end, and didn't get to spend as much time balancing and polishing as I originally planned. I did post an update on my personal website that improves the white bullet rate in most of the levels, which I think helps a lot.
https://jasmine.games/#/games/angels-odyssey
The player collision is a little smaller than the player, because I was sort of trying to make avoiding the normal bullets a little more forgiving, but that also impacted the collectable bullets, since it uses the same collider. Maybe I could have split those up into two different colliders instead so I could control them separately, I suppose.