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KokoRob's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #114 | 4.000 | 4.000 |
Overall | #176 | 3.500 | 3.500 |
Feel | #211 | 3.167 | 3.167 |
Theme | #222 | 3.333 | 3.333 |
Innovation | #371 | 2.500 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
Moving helps you to avoid incoming enemies and stops your health from keep dropping.
Standing will make your health drop, but will recover your stamina.
Attacking gives you a health boost, gives you points and starts your combo count, but it has a cost for your stamina.
Combos, if high enough, have a multiplier effect for your points. Also they give you a small time window for you to recover stamina by standing without the health drop.
KokoRob's heart is not just there because of the theme; it's also a visual shortcut for the health meter.
The music (besides sounding awesome) also serves as a cue for the current health state (the music's volume drops with your health, while the sound of a beating heart gets stronger), and to add tension.
So basically: not only the game's mechanics serve a dual/multi purpose, they're also interconnected.
And we threw an example of an Adaptive Soundtrack as a bonus ;) (https://www.youtube.com/watch?v=b0gvM4q2hdI)
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Instructions:
Move with Left Stick/WASD
Attack with ABXY/Arrow Keys
Accept with Start/Space
Pause with Start/Escape
Third-party resources
Software:
Unity
DOTween
InControl
2D Toolkit
Spine (and runtime code)
Content:
Font: http://www.dafont.com/es/baveuse.font?l[]=10&l[]=1&text=1234567890
Contributors
Carlos Levario (Art)
Eduardo Dueñas (Audio)
Alejandro Guardado (Coding)
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Comments
Nice graphics! I included it in my Game Maker Toolkit’s Game Jam compilation video series, if you’d like to take a look. :)
Wow, this is a great use of dual purpose design when it comes to rules/systems tied to a mechanic. The only thing I would maybe change to reinforce dual purpose more is having one button like space bar be attack. So you either attack in the direction you're currently moving towards or in the last direction moved towards before stopping. Moving diagonally would prevent you from attacking in this case.
Otherwise, aesthetic(visual and music) feels very cool. Reminds me of Invader Zim. I like the attack sfx for the player too. Some different enemy types to change how you balance moving/ stopping and attacking and this would be even better!
Neat game. The only issue I had was it felt like your health drains way too fast when standing still. It feels like the time between waves should be a sort of down time where you regenerate stamina, but instead you just wind up dying quicker if you try.
Holy cow! Someone wrote a comment! I thought it would totally go under the radar. Thanks for the feedback! Unfortunately we ran out of time before polishing gameplay. It was our first game jam, and we'll make sure to make room for that next time. Again, thanks for your time!