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Smashinko's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun To Play | #4 | 3.083 | 3.083 |
Sounding Good | #7 | 2.917 | 2.917 |
Looking Good | #8 | 2.917 | 2.917 |
Overall | #9 | 3.000 | 3.000 |
Relevance To Theme | #12 | 3.083 | 3.083 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Great strong entry! I'm not sure which game it was reimagining but the sound was good, gameplay was simple but fun and I enjoyed it. Good job.
Thanks for playing! Inspired by the reimagined Paplinko/Pachinko games.
Took me quite a while to understand the gameplay, but I figure it out somehow. :D
It's a pretty interesting game. Surely with some polishing and probably a tutorial at the start of the game this game can be better. Good job!
Thanks for playing and feedback!
The care you put into the details is remarkable. Overall, it's a lot of fun to play
Thanks for playing!
Love the theme and the characters designs. Overall great game
Thanks for playing!
Fun game overall, and like others have mentioned, surprisingly addictive. It did take me a long time to fully understand how the game works though, because there wasn't much of an indication of what to do. It would help to know exactly where the knight would be launched, as others have said, because it felt like I lacked full control of the knight a lot of the time. Other than that, this is a really unique game. Good job!
Thanks for feedback and suggestions!
I'm not sure why it's addictively fun, but it is.
Thanks for playing and feedback!
Hey Andrew,
I wasn't familiar with the type of game this was referencing to, but after reading the comments it's more clear to me now!
I like the simple setup of the board and how you have made different levels for this same board!
The game plays pretty nicely, but I also was having difficulties understanding the durability and what should I be doing in the game other than killing skeletons :) I think after few tries I understood the spawning, but why sometimes the items destroy and sometimes no? Is this intended or not? At least it could use some communication to the player so player could make a more meaningful choice(s).
Suggestion: Add an directionality indicator (an arrow?) so player knows where the knight would be launched. I wonder if it would make sense to prototype also different launch velocities? Maybe player by dragging could launch the knight faster? And with a shorted drag it would launch slower?
I like the art style and atmosphere in this one! I am looking forward to see how you take this forward!
Cheers!
Hi
Thanks for feedback.
Yes, lack time on polishing. Need to add arrow or dots to show direction. Actually it launched with different speed depends on how far you click from player, with some clamping.
About destroying, items have durability (like how many times you can hit them and get bonus), want to use it in machanics, but also need somehow to visualize remaining count, digits looks not so good.
Very clever, but it could use a tutorial for the controls!
Thanks for the review, I didn't have time for the tutorial in the game as usual ) You just click anywhere on the screen and the hero launches there.
Wasn't sure what I was doing exactly, I tried to generate extra players each time, but it is an interesting mechanic. I'm not familiar with this style of game but is it referencing any game in particular?
Thanks for the feedback, as usual I don't have time for a tutorial )
Just click in any place on the screen and the hero is launched there, different obstacles give different bonuses or not - the cup gives coins, knights appear from barrels. Obstacles can have different durability.
Inspired by the reimagined Paplinko/Pachinko games.Of course, Pachinko. I should have know from the title.