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Nobody Grooves like Cadenska Voldmirovna's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Humor | #2 | 3.300 | 3.300 |
Graphics | #2 | 4.200 | 4.200 |
Mood | #2 | 3.600 | 3.600 |
Audio | #3 | 3.500 | 3.500 |
Overall | #6 | 3.500 | 3.500 |
Fun | #6 | 3.600 | 3.600 |
Theme | #8 | 3.400 | 3.400 |
Innovation | #11 | 2.600 | 2.600 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The idea behind this one was fun! I think that there could have been a little more to the gameplay itself, but it was enjoyable.
The gameplay was simple, which made it easy to pick up. I appreciate the dead-simple controls and instructions. Once I got about half-way through, though, I started to get bored. I think if there was a little more variation in the gameplay, I would have been more inclined to continue with multiple play sessions. For example, maybe reaching a certain combo gives you some power up to fight the waves of enemies. And having a difficulty that increases and decreases could be interesting to explore too.
The game felt familiar to where I knew what I was doing, but not in a way that it felt like a clone of another game. This feels like a good balance between innovation and familiarity.
The take on the theme was a pretty basic one, and I think that adding an extra element to it like mentioned before could help improve on that.
The graphics and audio are where the game really shined! I think that the main character looks excellent, and wish that the enemies and background/level had a little more of that sparkle. The music is fitting with the story behind the game, which is nice. Some additional audio / fx could help polish the experience a little more.
I enjoy the humor that comes from the story, and especially the opening screen! It makes a great first impression. I think it would be beneficial to add more of this into the actual game, through dialogue spoken by the player or some other means.
Nice job! This was a cool one.
This game has such a random concept, and I love it x)
I wish there was an actual ending to it though.
The graphics were awesome and the music too!
Here's the VOD: https://www.twitch.tv/videos/1547568247
Thanks a lot for playing :D The ending and menus will come at some point but right now it's holiday time ^^ Also yeah the thing on the floor is to unlock a score and damage multiplier when circles are completed (by hitting in the correct direction). So the aim is to build these circles qs fast as you can and keep it. Missing a shot reset the combos and the circles. Getting hit does too. Max points is around 3M but so far I only saw 100th coin with above 2M.
Good game.
Positives:
Things to improve:
Because the gameplay is simple, you clearly have polished everything else to a very high level, so there isn't much to criticize/suggest.
Thanks a lot for the feedback :) Well it's easy but I see that you onlky got have of the maximum points :p
A retry button and a score display at the end is indeed big absences but we lacked time near the end. ;/
Final score, 2237850. Highest combo, 213 (OHH YEAAAAAHHHH!!!!!)
Overall: The gameplay is well made, though it would be nice to have a little extra feedback on hitting enemies. I've determined the number of eyes indicates how much health an enemy spawns with. Perhaps making them close eyes on damage would be a good indication on how many hits remain. In my second run, I had a combo for most of the game (goofed right at the end) and I noticed I did extra damage the larger the combo, and I really liked that. Perhaps adding a "game complete screen" to showcase my final score would make it complete? it felt odd just... ending.
Fun: I enjoyed it! The gameplay was simple, easy to read, and an all around good time. High score games are tried and true method of making simple tasks fun, as the goal is well understood, and the combos add a level of skill!
Innovation: Unfortunately, not too much to be said here. This is probably the only category where the game falls short. Survival high-score games with stationary characters are pretty common, and the only innovation would be the sun looking tiles under the player. I think they indicate the combo somehow, but I never figured out what it's there for.
Theme: Oh yeah, the central gameplay mechanic seems to be the combos. It's required to get a good score, and definitely the focal point of the game.
Graphics: Since I'm writing my feedback in order of the categories, I've been dying tot talk about this. Good lord, the graphics are incredible. The character design is top notch, and the animations / poses are, dare I say, groovy. (also what a rad title screen). The amount of detail in the art adds so much to the gameplay. The spinning animations give your actions weight, and the flashy poses are the icing on the cake. Nobody grooves like Cadenska Voldmirovna, indeed!
Mood: Heck yes. He's vibing. I'm vibing.
Audio: Obviously a game about grooving needs a great soundtrack, and it delivers. It's not nearly as synthwavey as the title screen would lead you to expect, but it still grooves. the vocals are fun, the bass is great, but a distinct lack of synth saws or strings.
Humor: I wasn't expecting the poses to be that good, and I found a lot of humor in the idea of a vampire dedicating their life to the art of dance. ha! good stuff.
Final thoughts: I really enjoyed it! As mentioned, I think all it needs is more synths, and a screen to showcase the final score. Great work.
Thanks a lot for your feedback !
We had no time to introduce a proper tutorial or visual feedback for the tiles effect :/. It applies a score AND damage multiplier the more "circles" you have. In the final waves it's actually crucial to have these circles to be efficient. These last waves are worth 1/3 of the points.
And we agree the art of AA is just too good. Singlehandedly make me want to work my ass off on the game.
I will probably update the game with an webGL version, better balancing and menus and the 20 or so voicelines we didn't had time to put in.
An interesting game. In some places, even difficult. The idea of filling the sun in the center of the field is very interesting, although I didn't understand why it was needed at all. But in general I liked the game
The idea is great but i think it has very few feedback when you hit the enemies(maybe closing an eye when hit indicating how many life it has left) but overall very nice job
Good luck in the jam :3
Oh shit I just commented on your game by choosing it randomly on the list xD (and our games look like each other a lot!)
Thanks for trying it, I hope you had a good time :)
And you're right for the feedback, we didn't have the time to include it :'(