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People Smashin''s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #8 | 4.273 | 4.273 |
Fun | #11 | 4.227 | 4.227 |
Sound | #13 | 4.045 | 4.045 |
Aesthetics | #21 | 4.409 | 4.409 |
Mechanics | #27 | 3.864 | 3.864 |
Theme | #39 | 4.318 | 4.318 |
Story | #48 | 3.636 | 3.636 |
Music | #194 | 3.409 | 3.409 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
2
Did you use any existing assets? If so, list them below.
Just sound effects
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Comments
I really wanted to try your game but I had a warning that was made with Visual C++ and I am a linux player
I've heard good things about Proton for Linux users trying to play Unreal Engine games made for Windows. I'd suggest giving it a shot if you play a lot of games on Linux.
Now, this is a really cool game! Awesome job.
Thanks! Glad you enjoyed it!
This was the largest (in terms of file size) game I had the chance to test. I really like the art style – everything is cohesive, with lots of animations that make the world feel alive. The voice-over does an amazing job narrating the player’s actions and the environment. The gameplay itself is very enjoyable and satisfying – especially the destruction system, which works brilliantly. I'm truly impressed. I spent a lot of time playing and had a great experience – it's one of the best games I’ve played during this jam. Thank you and congratulations!
A few notes: on a 4K monitor with a Radeon 6950XT, the game experienced frame rate drops. Also, after each level, you have to walk across the entire island to reach the next one, which could be streamlined.
Hey thanks for playing and the kind words! I'm surprised you had frame drops, but I guess with very little time to optimize the destruction stuff I guess I shouldn't be. lol. There can be a lot of simulated debris flying around when you smash through the castle, for example.
And the starting back at the beginning seems to be the biggest complaint. It was at the top of my list to fix, but we ran out of time.
The performance drops weren’t extremely noticeable, but it definitely wasn’t a stable 60 FPS. ;)