Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

U, KINDA STINKView game page

Slash, Dash, and Cast as Chaga the Katana in Supa Rokku’s bullet haven
Submitted by 10jū
Add to collection

Play game

U, KINDA STINK's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#1032.8373.714
Visual#1262.8373.714
Overall#1732.1822.857
Theme#1802.0512.571
Fun#1991.8552.429

Ranked from 7 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 made everything during the jam except the main boss sprite which is the MC from my game I, SUPA rock and BulletFury asset

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I... Have no idea what I just played, to be really honest x,3
Gameplay seems to work, at least, the player moveset is definitelly very complete, I like that. It feels really janky to control yourself while being pushed by Rokku's gravity tho, since the character kinda just keeps jittering all around so it doesn't feel super natural I need to say.

Graphics and music are really trippy as other people pointed out, kinda reminds of stuff like Yume Nikki and such, wich I think is mostly a positive, altought I'm personally not a big fan of that kind of aesthetics, but that's really just on me. I have to say it's pretty hard to see the bullets tho, specially the darker solid ones, I can't really tell why but my eyes were really struggling to follow stuff with this artstyle for some reason.

I managed to ""beat"" it by constantly spam-charging the sword, It seens like I almost never take damage by doing that, just so you know.

I really have nothing else to say, this really didn't click with me, I'm sorry. I like the mushroom guy tho

Developer

Thanks for playing and for the feedback. When you mention gravity are you talking about when you leave the particle ring or when the rock wall ring inside moves you? There are also rocks that are designed to blow up on you and push you in a direction, so maybe that could be the issue. I believe I fixed what you’re talking about just not sure what you exactly mean.

I designed/tested most of the game on my monitor which is a lot brighter than my computer screen and realized the darkness and other problems too late. I’ve updated it quite a lot this week which has changed the feel for the better and fixed a majority of the problems mentioned and unmentioned.

For instance, spamming charge is a necessary skill as the boss rocks can now dodge after the first health bar zeros out. Also, it helps collecting items or getting out of danger when dash bar is low.

I haven’t played this version since I’ve uploaded. I’ll have to download it to see what you’re entirely talking about.

It’s funny to me that people find it trippy as that wasn’t the aim for the game. I only wanted the map to move to the music. Thanks again.

Submitted

Yeah I meant when I was inside the ring, I actually never managed to get out of it once I was there. I think I could also have been being pushed by rocks I wasn't really seeing too, that might have explained the jittering feel.

I need to admit I didn't see any items tho, but I remenber I was recovering health sometimes so that might have been it.

I didn't realize the map moved to the music, that actually sounds like a nice touch. Speaking of it, I think the music is one of the main reasons the game feels so trippy since that's the vibes it gives off when combined with the artstyle lol. But hey, this still gave the game a certain identity, even if not intentional.

I think I'll give it another shot once you update it tho, I wanna see how this is gonna turn out

Developer

hey,

i have an update for this game. if you would like to try it out let me know.

Submitted

So I removed all his life, then stopped according to the game page description.

I mashed the button more than I tried to dodge enemy patterns most of the time, yet first it was fun that way and secondly the patterns are there anyway and are cool.

The presentation is unique, trippy and fits the fast gameplay. The game could obviously use some sound but the music is nice and fits the atmosphere of the game. Finally the game is fun to play, I like using my saber to advance through an heavy mass of bullets, this feels good.

Thanks for sharing.

Submitted

Cool aesthetic and music but confusing goal i gotta say.

I had a bit of a hard time understanding the goal when in the level, i supposed you should fight the armored meteor head guys so i slashed away but i didn’t really knew if i was doing any damage, if they were respawning or something :/

shame cause otherwise the controls themselves are quite good and responsive.

Now aside from that the game has good qualities, like i said i like the sprites, and that little mushroom samurai is really well animated.

Keep at it you’ve got a good base regardless :)

Developer(+1)

Thanks for playing and for your feedback. I didn’t give myself enough time to implement any dialogue which would’ve helped with the confusion. I’ve already implemented some visual cues to help the player know when they’re damaging the boss. I’m curious if you were able to hurt the boss enough for him to fly around the map?

Submitted

I did :p but i got confused and thought he was just respawning or something, some dialogue would definitively help getting a better grasp for sure.

Submitted

It is really confusing, but it just feels cool. It feels like it was made to make you feel that way, so that's cool. But the gameplay is strange in the sense that I don't understand what to do or if I'm winning or losing. It's fun, looks and sounds cool, but the gameplay is just weird. With a bit more polish, it would be really, really cool. Great job!

Developer(+1)

Thanks for playing and I appreciate the feedback. I’ve already made a bunch of changes and it will definitely be more polished once I’m able to update.

Submitted

The art was pretty cool and I really liked the controls. I was a little lost and was confused if I was doing the right thing or not, so the game needs a little more direction I think. But it looks great and plays well. Overall pretty fun :)

Developer

Thanks for playing and for the kind words. Once I add the dialogue I believe that should help guide the player as I plan on letting Rokku essentially “hold your hand” through the beginning.

Submitted(+1)

I love the music, I don't know if the music was supposed to be synced with the gameplay but it really seemed like it was. Art was nice and a refreshing style + theme. I had trouble knowing if I was progressing in the game or what to do, eventually I got all the bars and numbers to run to zero but it didn't seem to trigger anything.

Developer

thanks for playing and the feedback. I’m glad you enjoyed something within the game. I apologize I didn’t get to finish. The map does move to the beat so that when the sound is low the map becomes confined and expands when loud. I see few games do this so I gave it a go. This is why there isn’t a WebGl version because the AudioSource api I use to make that effect aren’t supported.