I loooved the music in this game!! Was fun to play and well done! The art, concept and back story were great too! Awesome job! :D
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King Knockout's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #45 | 3.348 | 3.348 |
Visuals | #70 | 3.261 | 3.261 |
Overall | #100 | 2.783 | 2.783 |
Fun | #109 | 2.522 | 2.522 |
Juice | #121 | 2.261 | 2.261 |
Theme | #123 | 2.391 | 2.391 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Love the game! Wish there was some feedback on when the enemy got hit, and I liked how the crab dude had different attack patterns on different runs!
Very well done. Liked the mechanics of the enemy. The look of the player is great too!
Great game! I don't know how you choose your position for your clouds (Lerp2), but maybe u should random it a little bit more. Aside from that, really great game !
I thought the art was really cute, especially the player character, ending celebration and the wooden controller icons. Aiming with movement especially when you're already using the mouse to shoot feels not great, and for me at least gamepad controls only horizontal movement worked. Definitely some solid ideas here!
Yay, made it !
Overall there's a huge lack of feedback, I didn't know when I was getting damaged, sometimes my bullet hit but the enemy sprite didn't blink, and the melee attack animation is too discrete to know that you're attacking, and most importantly, at which range. And this is even more important because there are contact damage.
I believe a dodge roll/dash mechanic would have been great ! Since the enemy attacks with projectiles and moves, it could have been really satisfying to dodge through anything coming at you.
It was really fun playing overall, and I believe there are not this many things to do to make it a really nice polished game :) Also, I love the final cutscene, it was really cute :D
Thank you for playing our game and giving feedback! On regards to the bullet hit and not getting a response, that's actually intentional but poorly communicated. The boss has i-frames to reduce the possibility of players spamming attacks and easily killing the boss, and it seems I set it for too long in this case. So yes, when it looks like the boss got hit and there's no feedback, that really means that the boss didn't get hurt.
There is actually a dodge roll mechanic in this game, and players can still access it by playing the space bar. However it's not noted in the directions as there's no animation for it and hadn't been playtested as much as the other mechanics.
Pretty well implemented! There's a way though to trick the enemy to constantly shoot their projectiles in a direction the player is not in by staying still. That way it was pretty easy to beat the game.
This plays like a proper boss battle! Feels very tense and impactful... and would be a 10/10 if the shots, slashes and hits were animated in a way that sells it. I love how the boss has multiple phases, maybe in a future update, add a boss HP bar and have him get stronger/different in later stages of the fight?
It needs some indication that you were hit, I died a couple times and every time I was confused when did I lose all my hearts. Also the crab AI i stupid, I literally stayed in place for 20 seconds shooting him up with range attack while he was throwing some plastic bags or something on the same place missing me everytime. Imo you should also be able to aim your attacks with mouse instead of the direction where you are heading, audio and visuals are pretty cool tho
1. Ranged attacks should be aimed by mouse rather than by the direction your facing as it just felt really stiff.
2. Melee attacks should maybe be faster and clearer. There needs to be more of a visual indication of a melee attack as here it just pulls out a dagger so its really hard to tell what's going on. A slash effect like here would help massively:
3. The camera shake (when played in full-screen) shows a blue background in the edges which doesn't look good, so just extend the black edges slightly further out so this doesn't happen.
4. Enemy AI could use some work when aiming the cloud things as sometimes it shoots at the wrong place for ages.
ALSO THE GAME NEEDS MUCH MORE JUICE. The character hardly feels like I had an impact onto the world or the creature,
Other than my rants, great work you should be proud!
Thank you for your time and that detailed response! I agree that the melee attack could be better indicated, and I wanted to figure out a way to do that during the jam. As for the camera shake, you're right. In this instance I should have set the camera background to black.
The enemy AI mis-aiming though is actually supposed to happen. I added a randomness factor to the angle it shoots at, and isn't supposed to really aim at the player directly, as the steam is supposed to act as a temperorary area of danger. Though however, I did notice that it will shoot backwards which I was working on fixing but time.
As for juice, you're right! It needs more of it I'd say, and I'm still learning what to add for that.
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