Play gameBlue Collars's itch.io page
|Innovation / Experimentation||#3||3.651||4.000|
|Presentation (itch listing)||#8||3.104||3.400|
|Game Play / Game Feel||#25||2.191||2.400|
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback is anonymous and shown in a random order.
- The game has a dual nature so to speak, both a PvE and PvP element and it's not fully obvious when I benefit from working together with my opponent and when I should be punching them. The game suffers a bit from this and when I played I tended to focus on the PvP elements - not really seeing the benefit of cooperation. The Prisoner's Dilemma didn't really manifest, basically :) It's a fairly basic fighting game, I would have liked to see some more combinations to the movements, but all in all not a bad achievement for a 1st year team. The level design is functional for the type of game and the art direction is consistent throughout the game (I haven't seen the final art apparently, so I will check back later) The game play/game feel gets a 2, due to the mismatch between PvE and PvP and the slightly limited fight options Storytelling gets a 1 because - well - there isn't really a story
- Fight and cooperate to win! Blue Collars is a simple fighting game where you have to fight the other blue collar worker until they get knocked out. The catch is that if you cooperate to stop the right train at the right time, you both get buffs for the next fight. I really like the feeling you went for with this one. It plays like the old school Street Fighter games, which is a feat in itself! It feels responsive, although hit registration feels a bit jank sometimes, it does the job. It is the cooperation part that makes me a bit confused. It IS an interesting mechanic. However, it feels like it clashes with the core gameplay. You want to win by beating the living crap out of the opponent, only to stop, think, and help each other out in order for the both of us to get buffs. The buffs themselves do not feel like they are super powerful, so as a player, I'd rather beat them down direclty instead of giving the enemy more space to recuperate. The debuffs that we get for not stopping the train, barely impact the game either, so it becomes a case of "it does not matter" situation. My tip, make the buffs super strong, and make the debuffs even worse. Make the split second decision of stopping the train a tough choice, give my enemy a potentially good buff if I lose, or make sure we both suck the next round, and capitalize on that. I think you have a super neat little fighting game going, just remember to take a second look on these things, polish the gameplay a bit and solve the flying helicopter tiger bug, and you have a great experience going! Keep it up guys, you've all done a great job so far!
- Fun concept and nice art! Couldn't play it "for real" because of CTRL interacting with other key presses in browser, but still had a good time with it. The setting/scenario was quite hilarious. Good job!
- Perfectly captures how the capitalistic system creates a crabs-in-a-bucket structure that pits workers against each other, when in reality they should be beating up the boss. In all seriousness, it's really cool that players need to fight each other and also cooperate, that's a fresh take. Art is also cool. Good job.
- Very cool retro style, well done! It's a nice take on a co-op game wrapped in a classic fighting genre.
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