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HEXENMEISTER's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #2 | 4.000 | 4.000 |
Visual Design | #4 | 3.909 | 3.909 |
Functionality | #5 | 3.909 | 3.909 |
Overall | #5 | 3.782 | 3.782 |
Representation of Theme | #7 | 3.636 | 3.636 |
Engagement | #7 | 3.455 | 3.455 |
Ranked from 11 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.
- awesome game! i really like how instead of giving up entire abilities each time, you're just slightly nerfing them. really makes it more doable to go further in the game the art and animation is pretty good too critique: it was hard to see the cooldowns. yes, i know they are on the orbs, but while running thru the level, its hard to focus on a tiny orb that moves around all the time. itd be better if it was more obvious, like having it glow super bright when the cooldown is ready another nitpick: the green block couldve been more detailed balance wise, you might need to start the timer with some more time. its hard to kill any enemies with that amount of time you have, and thus the combat abilities become basically useless. towards the goal of making combat abilities more useless, create more situations where the green block isnt the answer to all the problems. its a great tool, but there needs to be times where the abilities are the right tool for the job. consider scenarios like a tunnel, flat ground, or series of falls. the green block isnt so useful here, which means the other abilities have a chance to shine. the green block placement is a little counter intuitive. perhaps move the spawn point to the top of the block (where you will be landing on it) so you can land on the block where you clicked your mouse if you have time, add a tutorial level, where you have to learn each ability to pass the tutorial. thatll help in the instances where players get lost bc they dont know what theyre abilities do overall this is a great game and i really like it! looking forward to the postjam version if you make one
- A very... unique take on the theme! But it works with the game, and we take that. The game worked well, had fun visual design, and definitely had interesting gameplay. Unfortunately, with the timer bearing down on me, I felt like I had to run right past everything instead of enjoying the game! I only ended up using the barrier, and only to complete some difficult jumps. I'd love to see this idea developed further, and see if the engaging parts of the game can be fleshed out and brought to the forefront!
- Great gameplay and asthetics. Wish there were a little more SFX or music, but enjoyed it. Needed more balencing and tutorials on what the goals are for the player.
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Comments
Really nice! The controls are tight, the graphics are great, and the concept of giving away abilities is a great way to interpret the theme and add replayability. I would love to see more variety in things you have to give up if you continue this in the future. Another thing that I think might add to this is you had an ongoing score that adds up on every consecutive run that increases when you defeat an enemy or end with extra time to increase the tension. This is a really polished game and I could see it being a full release eventually so I'm excited to see if you take it further.
Thanks! The score idea is really good, I could certainly see that adding a benefit to fighting enemies where it currently doesn't really exist. Might even be a way to let players get new abilities / upgrades to offset the downgrades after each level. Great feedback!
I really enjoyed the twist of 'giving' up your abilities to make it get progressively harder! I got through quite a few levels, and it was good fun! Didn't have any bugs either!
This one was a ton of fun!
Awesome!!! Confirmed, it runs great in Wine for Linux. Any plans to add music and joystick support? Really rock solid game here.
Thanks! Music ended up being put on the backburner, so we didn't really have any time for it at the end. We could definitely add joystick support, hadn't really thought about it since none of the team members were controller people =P
This game is really good! I liked how the mechanic of taking things away was used to change how you had to navigate the map, and I thought the ending was very fitting too! It's also visually very impressive!
Thanks! We were originally planning on a metroidvania but shifted that later on, so losing abilities changing navigation was an idea that came from that base. Ended up not being able to spend too much time designing each level near the end, though (i think i made all the levels on the last day before submission was extended lol).
Well hey for making it last second it came out really good still!