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[S] 8087's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Humor | #11 | 1.945 | 2.750 |
Art | #11 | 2.121 | 3.000 |
Spirit of the Comic | #12 | 2.828 | 4.000 |
Story Telling | #12 | 1.945 | 2.750 |
Overall | #12 | 2.210 | 3.125 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Content Warning
N/A
Year Created
I created it specifically for this jam.
Verification
I agree
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Comments
I had fun! Personally my fav strat for everyone but LE is spamming Kanaya’s chainsaw rev while facing away from the enemy, I feel like that may be a bit busted lol. Although for LE I did like doing the Jade strat a lot more. Personally I only had fun with that fight as her, because it feels extremely bad to die instantly as anyone else shsggssjjsh. I do like the concept of his fight though! I think it may be more fun if you could pick three people to go in with like in some fighting games, and when one dies you switch to the other. And/or some type of way to survive longer against him as anyone not Jade. All in all though I had fun! And I suck at fighting games lol, so the fact that I could figure out move sets and whatnot was good!
We'll definitely rework English in later updates, as his fight is a little unfair against close combat opponents. Unfortunately he fell into the trap of lacking budget/time, as his fight was originally supposed to be more like Jade, with rapidly moving around the field and less effect-based attacks, so we will definitely be taking another look at that in the future (maybe a multi-stage boss fight?). I'm glad you enjoyed Kanaya's rear damage ability, we only introduced that last second as we felt her character deserved some sort of high-damage attack (also chainsaws are just objectively cool). We're really glad you enjoyed it, and we hope you enjoy future updates as well!
Very cool concept! 'Strife Simulators' have always been favorites of mine, and this one is no exception, especially since I got an excuse to break out my Xbox controller. I enjoyed unlocking all the different characters, and the design wasn't bad. I was confused on how the mechanics worked, however, and ended up just pressing A and B over and over again. My biggest issue is that the game feels unfinished and unbalanced: as far as I could tell, some characters had more attacks than others, and the physics were a little weird sometimes (I'm henceforth a Jade Main, and her current 'meta' is attacking from across the stage with the A attack while the AI walks up slowly, then moving forward and pressing B, which launches her to the other side again). The Condesce fight was a sharp jump in difficulty compared to the others, and the tutorial didn't actually tell me how to play.
I would love future updates! I still had a great time with the game, and would love to see it grow.
I'm so glad you figured out the Jade strat! I had a lot of fun making her as broken as possible (she's seriously under-used in Collide, and one of my favourite characters, so I felt justified in over-correcting haha). The main fights are supposed to be easier than the Cond, as the Cond would be controlling 5 People at once, and output would naturally suffer, as opposed to her full attention in her actual fight.
Could you elaborate on which characters you found lacking? We tried to give each character a unique playstyle, but its very likely we flubbed a couple, so feedback will always be welcome
The characters themselves are alright, I think, aside from being somewhat repetitive (Many characters, like Dad, Karkat, and Kanaya, have to run in close to their opponent to deal damage as fast as they can with a close-range attack. Characters like Roxy and Jade with bigger attacks and a more unique playstyle/use feel more fleshed-out as characters as a result.) I might be wrong about some of that, though, and that's the thing: I mainly found them lacking simply because I didn't fully know how to use them or what they did. I really liked playing as Roxy, but I couldn't consistently use her perfectlygenericobject-punch attack and ended up having to just run in and mash A and B. The biggest thing you can do to help your game, in my opinion, is add some explanation of how different characters work- what their moves are, how to use them (are directional inputs involved?), and maybe a general playstyle.
I totally approve of making Jade a really good character- the movement stuff she can do is some of the most fun I've had with a game like this!
We will absolutely fix our tutorial system, one of the things we wanted to implement was a testing room, but we ran out of resourses. If you look through our tutorial menu, you'll see that some of the move triggers have directional indicators next to them, which is supposed to show B + stick input, for example. As far as your comment on Roxy goes, she uses a Mana system indicated by her Super Meter to summon her objects, such as her perfectlygenericobject-punch, or perfectlygenericobject-drill; so we will definitely put in some reworking to make that more obvious in the future. As far as your melee characters, we're always looking for notes as to how to improve the balance. What would you suggest we try next?
Up to you!
tried to play this, but it only seems to have controller controls and I can't find the usb adapter for my controller @ _@ honestly kinda lucky that I found the one keyboard key that leads back to the menu.
Apologies, but the game was designed for controller use only. At the beginning we tested keyboard support, and found that it detracted from the overall gameplay experience, while also feeling unintuitive and generally clunky. The game may still receive updates, and in the future we may add keyboard support if we can find an organic method of implementation, but in its current state you will require a PlayStation (3 or 4) controller, or an Xbox (One or 360) controller