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Zoo Fight's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #1446 | 3.346 | 3.346 |
| Overall | #1736 | 3.038 | 3.038 |
| Fun | #1825 | 2.885 | 2.885 |
| Presentation | #2152 | 2.981 | 2.981 |
Ranked from 52 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?
You don't have control of who will gonna play next round
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
The idea of swapping characters but not the level is a real neat idea, and as a concept, has a whole bunch of potential! Of course, the game is fun too!
Thanks for the feedback! I think this game as a concept turned to be nice, but honestly I think the overall character moviment for this jam version a little too slow and clunky. I'm thinking if I should do an expanded version with multiplayer and fast paced combat (redo most of it, add some dash and rolls, idk) to see how fun this concept can really be, let's see if I will commit to it.
The game is fun and have interesting mechanics ! I was stuck 3 times in a row as a tree and I died, it’s a little stressful x)
Maybe you should add SFX when we get hit, because I got sometimes a Game Over without seeing my HP dropping… Anyway, good job !
I think a system to not get the tree in succession would be nice, I'm planning a post jam upgrade to address some small things, maybe I will add those suggestions, thanks for the feedback
The game sound was bit loud but i really liked the game idea and art style.! You should keep working on it! Congrats on successfully submitting a game to the jam and I hope you learned a lot of new things. Please check out my game when you have time :D
Thank you so much for the feedback! I indeed learned a lot (especially what not to do). I'm think in expanding this concept into a more fast paced multiplayer game, but I still don't know if I will do it
Interesting idea :) some animations were a little too long, but a really nice game overall :)
just curious why the robin hood-like character is there if all the art was made during the jam, but that's just a silly question ahahah
Good job :D
Thanks for playing! I did an post here earlier about that, we used that pre existing art as placeholder while developing, and I thought would be nice to keep it since it was already working (a little extra content would not harm), I did not saw that option until there was no time left to take it out from the game, and didn't think was fair to my partner who did all the art if we said we didn't make the art because of it. Anyway in a post jam update it will problably be replaced to a created sprite! (I also wanted to in overall make the animations a little faster after jam)
oooh, understood :)
Nice job on the game!
The camera felt a little too close to the characters and animations were a bit delayed and tough to control. But it was really cute and a fun idea that has some potential.
Thanks for playing! the camera indeed is a little too close, I will change that after the jam, I also wanted the game in general (and attacks) to be faster, but we didn't had the opportunity to do it during the jam time
I feel like everything was just a bit too clunky to be really enjoyable.
The attack animations in particular are excruciatingly slow.
I like the characters and artwork, and the basic idea seems solid.
One thing I would change though, would be the ability to put points into raising the chance that a particular character is picked or not picked, because getting the tree is always no fun lol.
Something that seems like a glitch is that when you're not holding a direction, your character will always face down, which makes it difficult to attack in a particular direction consistently without moving.
Thank you for playing! The idea of adding points to pick a specific character is clever, I wish I had thinked that, nice!
Overall the game is not polished as I whished, not only the things that you mentioned but some others, but we run out of time to do the fine tuning we liked, I will address some in a post jam update, others I think, only if we ever made an 2.0 update expanding the concept (maybe adding your upgrade idea?)
I like the idea of playing against yourself and the balance of upgrading possible players but also making your enemies stronger, I did find it hard to see much of what was going on around me but it was a cool game
Thank you for playing! During the playtest I didn't find the camera too zoomed in, but now checking more carefully after all the comments, indeed I think is too close, I will address this in a after jam update.
Interesting concept, I quite like the risk/reward mechanic built in to leveling up the characters, having a bit more view of your surroundings would be a welcome change, as well as having the characters with directional attacks face in the direction of their last movement and attack that way rather than reverting towards facing down. Overall, a solid entry!
Thanks for the feedback! I will address the camera in a after jam update. As for the movement, I agree that the way you describe would work better, but I would had to rewrite almost all the motor from scratch, I didn't had the time to do it during the jam. If we ever do a 2.0 version expanding the concept, this is something I will address!