Fun little game, with nice presentation to boot! Though I did find the hitboxes a little bit hard to judge at times.
Having to scale up/down to maximise my combat ability was a cool mechanic!
Criteria | Rank | Score* | Raw Score |
Enjoyment | #285 | 3.921 | 3.921 |
Overall | #822 | 3.728 | 3.728 |
Style | #1010 | 3.868 | 3.868 |
Creativity | #2127 | 3.395 | 3.395 |
Ranked from 38 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?
The player in this game can change their size, giving them advantages and disadvantages.
Development Time
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Fun little game, with nice presentation to boot! Though I did find the hitboxes a little bit hard to judge at times.
Having to scale up/down to maximise my combat ability was a cool mechanic!
Wow this is crazy polished. Very fun. Loved all the little details, like the boss screen before the fight. Longsword with the slight ranged attack rules, got through the slime king pretty easy with it.
This was fun! Nice and juicy, I feel like there is definitely some balancing and improvements to be made on a lot of weapons and power-ups, the dominant strategy seems to be pick sword and stack speed. It was well executed and really enjoyable for a jam game, though; great job!
I really like this game and am going to come back later. I like the fact that some powerups relate to your size the art is and sound is also amazing and I could play this for a while amazing job. :D
Very nice roguelike game, I love how you can use the scaling to dodge the bullets while scalling up to attack.
Well done!
Kind of expected this to be a Slay the Spire fan game, but this was also pretty neat. The scaling mechanic was a cool idea, though in practice, I ended up just staying small for the entire time and I wasn't sure if it had any downsides (I guess maybe reduced damage? Though the much easier time avoiding damage made up for it). Had a lot of fun up until beating the boss (easy difficulty), then the cleanup became pretty repetitive and even after exploring the whole level, I couldn't find the exit. Is there one? Anyway, all in all, a nice little entry.
Yeah - you do tonnes less damage while small. It's interesting seeing how different people play the game, though! Some people go with a medium/big combo, some people do medium/small, and some use all three. There is an exit, and it's usually not too far from the boss room. Sorry if you couldn't find it! Glad you enjoyed the game :D
I'm a little biased to the rogue-like genre (in a good way) but I liked how you made sure that player can juggle between forms to maximize their impact. Good game overall and I like it
Tough! But really engaging. Love that you're already planning to keep working on it. Excited to see how it evolves!
Very fun game! Doesn't really fit the theme other than the name, but nonetheless a pretty good game! Would love to see more upgrades, the enemies are really well thought!
Art style is really nice, felt like it had a lot of polish to it! GG
A pretty fun twist on the theme, although I haven't found much use to scale up and down. Art style reminds me of old flash games, really neat.
A bit hard due to not having much health restore items. Combat is fun. Good game overall!
loved the idea but the game is too difficult for me, i don't have the dexterity to both dash enemies bullets and scale myself at the same time, i ended up just being middle size all my runs. maybe i was killed too soon but is there a way to gain health (wether it's gaining back the hearts you lost or gaining new ones)?
Fun game with a amazing artwork. But there are a lot of balance issues. I did not get passed the first boss, because it had way to much health. I have hit it over a hundred times at least, and there was zero feedback for how far I got. The levels beforehand were quite dull. For the longest time there were only two enemies, which after a few encounters were trivial to defeat. Then came the skeleton archer, which does not shoot if you rush them. And just before the boss battle, I encountered a wisp, wish was impossible to kill, until suddenly it did take damage and die (at least, that was how it felt). The movement felt good, but it was often not clear which objects I could walk underneath. The scaling up and down felt quite useless. I only used small a handful of times, and ever found a moment that big was useful, until the boss where I could use it as a damage bonus. But despite all this, an amazing achievement for a game jam game.
The boss has 70 health, and it's easier to kill if you explore the dungeon before taking it on straight away :) Adding lots of content was tricky with a time limit, so I only made 4 basic enemies and a few room variants. Scaling up and down can be super helpful if you can do it right, especially in the boss area. I'm glad you gave the game a shot, though. Thank you for your feedback!
Why do you assume I took the boss on straight away? I got health and dash options, but no damage. And you can say, it had 70 health, but I attacked it 4 times per cycle for at least 15 cycles (I had a lot of health) with a dagger, a few of which I was big for, as said before. The reason I criticise the lack of enemy variety, is not to say you should have created more enemies, but that the floor is too big for the number of enemies you made. That is also the reason I wanted to see the boss, instead off face the 20 th room of samey enemies.
Loved the simple art style! Very fun although could be a little less hard.
reminds me of early flash games, in the best way possible. good stuff!
alot of gameplay packed into this project, amazing that you got so much done in such little time! Love the artstyle too, reminds me of early flash games
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