Play animation
Bulbasaur's Vine Whip's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical / Workflow | #1 | 4.000 | 4.000 |
Research + Development | #2 | 3.500 | 3.500 |
Project Documentation | #2 | 3.500 | 3.500 |
Overall | #4 | 3.400 | 3.400 |
Final Presentation | #5 | 3.500 | 3.500 |
Creative Development | #7 | 2.500 | 2.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Hey, great work on this and getting it in engine. I have a few notes that could help, in the idle it works pretty well, I would have some eye darts in the eyes and lead with the eyes more before the head turns. All feels floaty in the eyes and they are big so we look ta them a lot. I feel before the jump you could have more of an anticipation or even an extra wind up anim before he leaps. In the leap also it needs smoothing out as the arc feels a bit jerky at the end. ALso when he lands I would offet some feet and also maybe take a step to help catch the weight from the big jump. The whip vines need to be smoother and have some nicer s curves in there to help it feel smoother, this maybe the rig though as i have not used this, but i have seem some cool stuff with it so I know its capable of getting some nice vine poses. Overall nice work, tightening the timings up would also help here. Games animations are snappy most of the time. Players dont like slower responsiveness, keep pushing I am sure I will see you work in games soon enough :)
- I like the idea of taking a known and popular character and putting your own different take on it. However, this can be challenging as it’s easy to subconsciously fall back to what already exists. In this case, the animation produced looks very similar to the “Tackle” attack from Pokémon Sword and Shield. Overall, this is animated well. The Idle section is a little “floaty” (rather than lazy/sleepy as outlined in the documentation) and some holds in the head turns would help. The charge/power up would benefit from being longer and bolder to build some power (body shake perhaps) and anticipation for the release and pulling the character back on to its haunches would really emphasise the release (perhaps the vines could have snaked out slowly too?). Taking the time to research, plan, test and familiarise yourself with the character rig has clearly paid off in the work you’ve produced for the challenge.
Challenge Tier
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