Definetly a Chaotic Game. I wasn't even sure how i finished the Game until i realized it just means "Clear 7 Rooms". Really was thinking about the Puzzle Part until realizing it's not finished. Looks nice from what it has to offer though! Really Cute Sprites!
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Chaotic Crossways's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #2 | 4.111 | 4.111 |
Overall | #7 | 3.400 | 3.400 |
Holo References | #8 | 3.444 | 3.444 |
Ambience | #10 | 3.556 | 3.556 |
Innovation | #12 | 3.111 | 3.111 |
Gameplay | #13 | 2.778 | 2.778 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Chaotic sure was right, I had fun but I’m still not entirely sure how I won first playthrough, I got very lost trying it a second time to better understand. I think the concept is cool though, roguelike is a good fit for the theme.
The spin felt weird to attack with, was hard to judge where the hitbox could reach while staying safe, reminded me of Top Spin from Mega Man 3 in a bad way.
There were a few places that seemed to have weird collisions, it was weird to be able to go on the grass in one area and then not being able to in another. I wasn’t entirely sure what was supposed to be intentional or not in that regard.
Overall though, I enjoyed the game, I’d be interested to see an updated version with more additions.
Nice idea! Making a roguelike with puzzle elements seems fun and I am excited to see where you will branch out from this :D I also love your sprites for Bae and IRYS, they are very cute! One thing that surprised me was how you decided to implement PAD functionality.
Some feedback aside from basic things that could be refined, like Bae’s attack, SFX, and terrain collision is to consider gameplay execution. I actually didn’t run into any puzzles on my first playthrough (It was the same room with Bae’s mouse 3 times in a row) and just stumbled into IRYS, so I was pretty confused about how I got there. So maybe making the experience more linear might be better to showcase the puzzle design you made. But that’s more so your call!
Overall, nice and cute demo, and I am looking forward to the future of the game!
This art is exceptionally cute, I absolutely love the animation! Story is cute too.
Gameplay I would say could be refined a bit more in the combat aspect of it, But I enjoy the mechanics of death and rooms being intertwined. Very cute and neat concept that with some polish could be a cool idea!
Very nice!
This game is very interesting.
I really enjoy rogue-likes. And in this game, I really like how you handle dying by taking away a room. That is a pretty cool idea.
The art was very cute and I enjoy bae's animations.
The harshest part for me was the combat as it can be hard to telegraph attacks and prevent getting hit by enemies in melee range.
Good job it would be cool to see a polished version of this!
Quite ambitious for a game jam, since there are a surprising variety of enemies, encounters and traps in the game. In addition, the art is actually quite large with animated enemies! The walking dice enemy was quite well animated. SiThe game having a beginning and ending cutscene makes the game feel complete. That’s not easy this much done and congrats for making a complete package. It's something to be proud of.
There are a few bits of feedback. I was not quite sure what the puzzle in the Choose wisely section is. And also there were a few other rooms where I wasn’t sure what the puzzle of the room was and ended up walking back.
Interesting concept, with randomized rooms. Actually kind of similar to my own game’s concept, so it was really interesting to see how another team tackled the concept.
I think for future jams, reducing sprite size or room size could help keep things more focused and allow you to better emphasize the things most important to the game. The scope of this game was actually quite ambitious. Although it may be possible to make a game of this scope, reducing it could help focus what you do have in the game a bit better.
- For example, having fewer enemies may allow time for a unique attack animation, which could greatly help with the combat feel of the game.]
Bonus for surprising number of options in option menu
The sprites are so cute lol. I really like the different variety of enemies here.
I've completed the game twice, but still confused on how I made to to the end. Not sure about the "Choose wisely" part (my decision was not made wisely at all), and the map sometimes loops back to where I was, but it wasn't actually the same place because I went through the same path and it led me somewhere else.
Otherwise, great job!
So the choose wisely part, "spoilers" was based on the top and bottom rooms in that zone, if you look at both the answer will become clear. The random rooms are on purpose to fit the chaos theme and to feel like the end is never the end etc. You just have to clear 7 rooms through killing all the enemies or by doing a puzzle like that one mentioned (wish I had time to add more however). If you die then that is minus 1 room progress basically. And so on the 7 rooms being complete you end up at the end room!
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