I really liked the music and the sfx! Visually, everything looks really cool and easy to understand.
Play Caravan
Locked Arcadia's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 3.500 | 3.500 |
Presentation | #2 | 4.250 | 4.250 |
Gameplay | #2 | 3.500 | 3.500 |
Caravan-Likeness | #3 | 3.250 | 3.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- -Fantastic music, Scowsh nailed the FM vibe -Dezatopia influence very noticeable for better or worse. Stylish lo-fi art and effects but game is a bit euro -Aggressiveness with shot isn't fully rewarded in that regard, and all enemies fire all their patterns regardless. Having enemies still fire instead of no bullets the whole game due to spawnkills can be good but the patterns here can be quite tricky to dodge and sometimes very fast and sudden -Timer is kinda annoying in how tight it initially feels, but it pushes you to try harder and dig deeper into the game mechanics to use them so that's probably a good thing actually. Actually forced me to carefully read the entire readme lmao, well played guys -However, the negative system where you have to not lose time by not letting enemies leave (which they can easily do if you don't get in their face and tank hits due to weapon damage issues) is not as exciting as a system where you get ahead of the timer by being faster, or start with a smaller timer but can gain extra seconds with enemy kills or something like that -Too much focus on bosses drag the pacing down. At the same time I don't like the enemy waves so much that I would want to fight tons more of them so I don't know. Also why design 4 weapons and then tell the players one is the only one to use during half the run?? Though if that is due to what its DPS ended up being , rather than hardcoded it's nice to know rather than have to experiment yourself without any boss HP bar whatsoever. Dunno how reliable the info is though given... -...that the upwards shot does not seem to cancel bullets contrary to what the description says. Maybe an old leftover that was removed due to being too broken but not reflected in the description properly -Bombing seems cool, lots of recharge potential too and no penalty on combo. Dying as a resource is cool too but here it feels almost necessary just to get a chance to kill enemies before they leave -Lack of collision damage is neat, can cheese some boss patterns which is groovy -No bomb gauge fragmentation means you don't know if you're close to next bomb or not, but maybe not an actual big deal, felt more of an issue at the beginning but not so much after a bunch more runs -Game seemed to have frameskips on some boss 2 patterns. Maybe just a browser version problem? There is no exe version to test locally though -Once you are way more liberal with spending lives and bombs, the game opens up. Mixed first impressions but it improves over time Good game, maybe a bit unbalanced but a neat entry for this jam especially once you play it by its rules
Leave a comment
Log in with itch.io to leave a comment.