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SEGMENTS: Kimwaskiteawastery's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #175 | 2.832 | 3.800 |
Fun | #259 | 2.236 | 3.000 |
Overall | #266 | 2.236 | 3.000 |
Theme | #294 | 1.640 | 2.200 |
Visual | #305 | 1.938 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
All assets were made by me or my team member: Vanouper and Mark Myskov.
Are you using any AI generated assets?
No
Did you use BulletFury?
No
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Comments
I did a run of this one, died against the boss on stage 6 (on default difficulty) but it was late and I never got back to it. Overall the gameplay is solid, I really like the patterns. The music is great too.
That's a cool entry, thanks for sharing.
Segments is an odd game to say the least. I played the very easy mode since I couldnt get past the the moderate level of difficulty and played it all the way to the Lance's lair where I got cut off by the score requirement of 200,000 points when I had 195751. Total bummer. That being said I have lots of feedback for this game after playing it.
First off there are no glaring bugs which is a bonus, but on to the things I wanted/would have changed:
Art style and direction:
Alot of the art just didnt feel consistent some enemies hard black outlines some didnt, The player character felt huge for the scene and its art while matching the same level art seen in the intro cutscene and title feels janky at best. None of the art hurts gameplay or anything it just feels like nothing feels consistent in the game.
UI:
The menu and cutscenes seem good enough to explain the premise of the game and give the player a reason to play the game but I have this feeling that this entire game is part of some third party engine/builder because I think ive seen this game format before on another game I reviewed that didnt work. The menu feels extremely similar and it looks like the devs replaced some stuff to hide that it was made in a builder. I could be totally wrong but something feels off here is the games menu vs another game that used some type of bullet hell builder/plugin/software
Both of these games seem really similar which leads me to think they both used a builder/tool/plugin or something to make this game which is fine for the jam but should be said in the third party assets section.
Music/Sounds
I dont have much feedback for the music other than turn it down because it boots up the game with it being extremely loud. I ended up playing this game with my earbuds out and just resting outside my ears and was able to hear the soundtrack just fine. That being said the music seemed just fine and fitting to this arcade style
Story:
Simply put this is where the strange and odd part comes from me the story doesnt feel necessary and seems like a convoluted way of explaining some universe that doesnt make sense. Okay we have some gods a chosen child and were some banished god? I dont know why all this was added or needed the writing feels like it needs some work for sure but I didnt detract anything rating wise because of this I just wanted to say that the game reads strange. Lines that make sense but just fall into writing pit falls like why bring up this dragon master to not talk about him again? Same goes for the "Mythical child" these characters have no importance or flow to the story so why do they exist? I feel like the whole gods going to war deal has the same premise as something like the Percy Jackson series of books/movies. Something happens to cause the gods to get upset, this universe's version of the god of war stirs that up and you the player are out to stop him. Again I want to be clear that I didnt take the story into account for the rating of this game and more reflecting on my thoughts
Gameplay Loop and stage design:
I feel like the entire stage of every level along with the size of the player and size of the enemys and player's health bar and whatever the blue bar is just all off. Like your health takes 20% of the screen enemies are far too large and the player model takes up a ton of room aswell, It seems like the actual hitbox of the player is smaller so you dont get bogged down with bullets all the time but this section of the game needs a serious rework. I think a simple shape like a circle or triangle square or anything smaller would be fine to work as an avatar of the god you play as or to function as its soul or something, regarless instead of rendering the whole player from the main menu make something that actually fits the game.
Boss battles seemed fine they just dont have the best pacing in my opinon why was I fighting a dragon on the 3rd or 4th wave? Every boss didnt have much meaning to me up until I got the final one which I couldn't even play because of my score being super close.
Okay feedback over I hope none of that came off too harsh I just really want you guys as developers to learn for your next game or improve this one to the point it has a polished/finished feel to it. Good job on making a game in the time period, and finishing something as theres a ton of people out there who never saw their idea throughout the jam and gave up.
Hello! Thank you so much for the criticism, this really helps us make better games in the future! I do admit a lot of this game was unfortunately rushed, and a lot of planned content was cut in order to make the jam deadline. There are several bugs, features, and tweaks that I plan to make or fix in future non-game-jam versions of the game.
However, I would like to say no third-party engines/templates were used to make the game. The engines used to create this game were Clickteam Fusion 2.5 as the main engine, Scratch for the art, and BoscaCeoil was used for music made by me and Vanouper. I'm not exactly sure what Mark used to make his music. Difficulty balancing is definitely a planned update for the future because I haven't even beat hard mode yet personally and I made the game. As for the story, the Dragon Master does appear again as the Stage 4 boss, although this is never explicitly mentioned in the game. I plan to add boss names near the bottom of the screen similar to Dark Souls, so you actually know who you're fighting. I might also try to make some of the bosses a bit less tanky since I personally felt it was a bit tedious. You're absolutely right about the hitbox thing because it does exist but its barely noticeable since it's the same color as the character.
If you have any other suggestions that you would like us to implement in future games or a remastered version, you can let us know! We are very open to new ideas to help diversify and improve our games. We will make sure to keep your criticisms in mind for future games. Anyways, thanks for the review! :D
I thought the lore, characters, art, and music were all really fun. All of those aspects came together in a way for a vibe I really liked.