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Red Raging Wolf's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #2 | 3.518 | 3.889 |
Audio Design | #3 | 3.719 | 4.111 |
Story/lore | #3 | 3.116 | 3.444 |
Overall | #3 | 3.377 | 3.733 |
Visuals | #4 | 3.417 | 3.778 |
Gameplay | #4 | 3.116 | 3.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Overall - I want to play it till the end. The art and sound design are great, the gameplay shows some solid core. Right now I'm not good enough to beat the challenge provided though
Feedback
1. Music is spot on. The cool addition later would be that birn chirping would align with the rock beats. The art and the impact sound are great and meaty
2. Sometimes Red does a leg attack, kicking boxes/enemies (maybe when she lands?). I felt like it needs to be a bit more prominent, becuase it is easy to miss and feels like an attack animation did not come through in a heat of action. Later I've found that it looks very cool if triggered when Red is moving, but if triggered in a standing position, the animation gets kind of lost
3. Platforms that crumble beneath you are hard to distinguish for me, but I felt very enjoyable reacting to them + the generous in-air control of Red allowed me for some mistakes, so overall I like this element
4. I really wanted to have downward attack when airborne. Landing on enemies that really wanted to get underneath me (some of the bugs) felt very weird for the power fantasy
5. When I hit enemies, the game went into slow-mo for a some attacks. As I discerned later, it was an indication of me getting hit (and not the enemies), which did feel a bit strange. With all forward momentum that you are trying to generate it felt like the attacks and damage reactions were born to have some sort of pushing? I felt like I want to propell Red forward, but couldn't, because every attack stopped me in my tracks
6. Holding some button to fast forward or skip dialogue (especially when replaying sections) would be cool
7. It felt like with every death, the rage meter was feelling up faster and faster. After my 6th death, I was gaining full rage by one hit and subsequently dying from the slightest breeze. Which actually forced me to abandon my fast and rageful style and play very defensively and carefully, judjing every jump and hit. After restart, the meter worked well once again. Felt like a bug, because I enjoyed the default and was very quickly dying from snowballing fury damage every death
8. I started dying very often because of compounding fury damage - which if it is a bug, I would very much like to replay the demo after the fix, because it has the animalistic feeling I come to Doom for
Bugs
1. Being in this pause menu does not stop the meters from draining. It actually does not pause the game at all xd and enemeis can still kill you
2. Interaction with Cat where it asked me to bonk it on the head can happen when you miss the jump to its platform. Its kinda funny tho
3. After dying, the music track doubled and overlapped oO (after 10 death, it was a doom metal)
4. After interaction with the Cat about the rage and cookies, the cat sometimes does not dissapear
5. It is possible to go into -6 cookies? Cookie debt oO (I had ~3 cookies and started to eat)
6. Rage meter compounding speed with every death, which eventually stopped me from finishing
Thanks very much for the feedback! Greatly appreciated and we will definitely take it into account. And ye the multiple instances of sound and that fast rage fillup/big damage and cookies going into negative are definitely a bug, something I thought we fixed already, but turns out that nope :d Will look into it. Once again thanks for playing!