This is awesome! The controls are intuitive and smooth, and the concept of the game is something I have never really seen before. Using the wand to freeze enemies and move wrack around is a great mechanic, and there is probably even more that you could do with it if you ever decide to expand on the concept (like making Wrack jump over gaps). The art and music/sound are also well done and add a lot to the experience. The only complaint I have is with the final boss. It took me a long time to realize that you had to shoot Wrack out of the way to keep him from getting stunlocked, and even then, it felt more frustrating than it really needed to be. Maybe you could knock Wrack out of his stun by shooting him? I also noticed that Wrack's health bar didn't seem to do anything, although I assume that is just a mechanic that didn't have time to be implemented. Aside from that though, congrats on completing a fun and complete game in such a short period!
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Wrack & Rune's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #96 | 4.357 | 4.357 |
Overall | #113 | 4.016 | 4.016 |
Originality | #255 | 4.016 | 4.016 |
Fun | #258 | 3.767 | 3.767 |
Ranked from 129 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Your main method for dealing with enemies is via a chaotic AI partner. You can only support their madness.
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We created all audio during the game jam
Comments
Thanks so much! Yep, you're totally right about Wrack's HP but I wanted to keep it on the UI to emphasize how tough he is. I really like the idea of shooting Wrack to de-stun him! I might have to implement that when I polish this up! And uh... maybe dock that boss a health point or two. Fight goes on a little longer than it needs to.
Thanks again for playing!
What an amazing game to make in 48 hours! It looks like a fully-fledged short game, and it was very addicting. The melody is simple but it hypnotized me so much that it's still playing in my mind while I'm writing this comment XD
Although, I think more visual feedback for hits will be of a good help, I wasn't sure what destroys the yellow thing for so long. In other aspects, though the controls were comfortable and intuitive. So, it's a really good game with a great mix of the art, the music and the mechanics!
I'm glad to find a game that shared a similar concept as mine! I definitely think this game was more intuitive to play since you can solely focus on Wrack to deal damage for you. I loved the final boss where it took me a while to figure out the usefulness of the wand blast to make Wrack jump to safety.
Fantastic sound track and level of polish! I love the visual style!
This was really fun and surprising! Took me a minute or so to realize that WRACK is my best bud. This has not really been explored in games before? Top 20 games of this contest for sure!
Fun game! On the second level in a room where there is a big wide wall in the middle Wrack can get his AI stuck on an enemy (the priest looking guy in lvl2 that shoots arrows). Well I wouldn't expect A* pathfinding in a jam game anyway. I'm not sure if it's just me but I got a heart nearly every time i broke a pot which in most cases left me with rooms with 2-3 wasted hearts. The wand for Rune gave me something to do beside dodging which could get boring if not for that. Overall the visuals were great and the game very fun. Definitely a worthwhile experience.
Great game. Seeing you say you'll update it has me looking forward to that. I will say though.. after the first.. "level"? or whatever it is when you enter the teleporter and go to a new area, my FPS dropped significantly, and never recovered. Single digits, I'd say. Refreshed, got to the same part and same thing happened again, but it wasn't the transition that triggered it I think. It happens after breaking pots (each one I came across).
Really cool idea! Wrack protected me as much as he could but I still failed him, haha. Definitely think this is an idea worth exploring.
Loved the idea, I wonder why the dodge dash is always in the opposite direction of the mouse? It confused me a lot but overall great game :)
Love the art style, and the axe AI guy is spot on good job.
good combination gameplay characters! was like a Nail and Hammer.
Clever idea and really fine execution. The only thing that bugged me a bit, was that the enemies could take a couple of swings before dropping dead which resulted in just running around and avoiding everything which in result got monotonous after a while.
After I went through the first locked door, I couldn't progress through the room where there were three bouncy enemies. After we killed them I left the room and then returned again, discovering I couldn't progress further. So, maybe the passage upwards never unlocked or it locked again since I first went back a bit. The game is pretty fun, but I wish the dodge would be towards the mouse instead of away from it.
This a fun one, I always like when one of the characters are not player controlled - it's similar to what we did for our game in that sense. Well done.
Great art! Found the gameplay to be hard to utilize effectively.
Really nice core idea and concept here! I like that you're the support that enables the damage dealing!
A lot of potential for more content in here for sure :)
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