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Flannery Flames - Prelude's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Music | #10 | 3.703 | 4.000 |
Art | #14 | 3.395 | 3.667 |
UI | #14 | 2.932 | 3.167 |
Overall Fun | #17 | 3.395 | 3.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Hi I'm part of the Feedback Quest and I wanted to give my feedback on this game. there is a VOD up on my Twitch if your'e interested in the live comments I made.
I am a BIG fan of these types of games. I am very biased and it WILL affect my judgement. I had fun. It was good. I wish it was more platformer than Boss Rush but Boss Rush works for this too. My biggest gripes was the controls. It took a bit to get used to and even then didn't feel as fluit but I LOVED playing it. Learning each boss, being sent back to the start and having to play near perfect and getting power ups. Its good, better than good. I had fun. I LOVE the character design, cute and loveable.
I hope to see more. Please keep up the amazing work!
Luna Aurora, I'm honoured! I watched the VOD and took notes about how to improve the game controls and game progression. Thank you so much for recording a gameplay session! It's a very valuable resource for me in order to develop the game further.
Now... what a beautiful portrait of Flann! So loveable! I wholeheartedly thank you! So kind of you, it fuels me with energy to produce more and improve my work. I just can't describe how happy I am!
Yeah, I'll definitely keep working on it! Thanks for the feedback and for inspiring a lot of developers!
Your character is adorable and the game is already really solid! Again please keep up the amazing work.
That looks really nice! I like the tutorial, but I wonder whether the targets up in the air can be reached? Did I miss something there?
Then I tried the boss battle. Wow, that was hard! I thought: "I really suck at these games", but then I read that others thought so too... So maybe make some easier targets for the start. The idea to first start some platformers, as usual for such games, would be good, as the movement options might fit that genre better than a pure fighting game, but I'm not sure about it. Could also be fun to jump right into fighting. And hey: you could still add some platforms to the levels: that would add cool strategic and tactic elements to the game play! There could even be some bonuses somewhere to heal etc. I think that could be a cool combo!
Hey, THE LAST SECRET! Thank you so much for your detailed feedback!
Yes, all targets can be destroyed. For instance, after a double jump, the character can still DASH upwards, reaching even the ceiling. I wanted to write all specifics, but I took the occasion to leave the information in the tutorial room implicit, giving just the basic information, so the player could explore. But now I realize that I should explain all subtleties of motion.
I see. That got me thiking about making a hub or "relaxing" room for the player, after each fight. Or some kind of playground, so the player could warm up and test the powerups between the fights. I'm not sure if adding platforms would defeat the purpose of a game based solely on boss battles, but... it might be a good addition! Because I have considered new bosses where platforms could play a role in the fight.
It didn't occur to me that the game would be considered too hard after the update, so more adjustments are about to come!
Again, thanks a lot for your suggestions and helping me refine this game project!
Game is great, I find the bosses too hard. The game gives you plenty of movement options, but it doesn't really take advantage of them. I think this game would actually be an amazing platform first, rather than a boss rush game as the demo, but that's just me. I would say definitely tune down the bosses more, but I think the electric guy was the right kind of difficulty.
Keep it up :)
Hey, Metarevelations!
I see. I'll definitely revise all bosses again. Good to know! Yeah, I thought about making a platform game as well, but I took the challenge to just design bosses first. And learned a lot about difficulty.
Thank you so much for leaving a feedback! I appreciate it!
Hey! I played it on the boss rush jam! Personally I liked your game, but found it a bit too difficult.
Hello, kkcn! Thank you!
Since the Boss Rush Jam, I changed a lot the game. Compared to the previous version, it's more friendly and easier. I don't know if I understood correctly, do you still find the current version of the game difficult? I'm trying to balance the difficulty based on player's feedback.
I appreciate the comment!
I played it only for BRJ. I'll give it another go right now!
Ok, I just remembered why I thought your game was too difficult, ant to be honest this is because of my personal preference. I'd rather have the health filled up at the start of a new fight. I know there is a powerup that does that :)
Other than that, the game is fun, controls responsive, upgrade mechanic engaging. It did pretty good on BRJ, and replaying it now I am reminded why. Also- kudos for the web build. My BRJ game was the first one I did a web build for, and now I'm gonna try to do one for all of my jam games.
Btw (shameless self promotion here) feel free to check out my submission. It's an earlier game of mine, but something absolutely different from my BRJ thing.
Oh, I see! Thank you so much for your feedback, kkcn!
I collected and took notes from all feedback so far and tried to make changes accordingly. For me, it's always an option to make the game easier, it's just a matter of tweaking values and speeds. However, I don't want to reduce the challenge too much. Finding the right balance is my struggle right now.
Of course! I'll check your submission soon!
Ok, It's past 11 pm / 23:00 here, but I'll have quick thing about difficulty, and how I handle it.
In my last two games I have a "difficulty button" in my main menu. Basically it switches a global value between three modes.
"Normal" mode is how I designed the game. Pure and simple. Sometimes it's difficult, sometimes not, but it's an "intended experience".
"Easy" boosts your health by a crazy amount. It's supposed to be enjoyable for my 9 year old kid :)
"Hard" is normal but with a twist. In the game for this jam you don't regenerate health between encounters on hard. This is for folks who don't mind being sent back to the start.
This is a bit simplistic way of doing this, but for jam game it works great. The variable value is set in one place (main menu) and checked also in one place (health script/ class).