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SUPER SPEED: Mini Monsters's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #58 | 3.789 | 3.789 |
Overall | #101 | 3.737 | 3.737 |
Authenticity (use of resolution restriction) | #103 | 4.526 | 4.526 |
Visuals | #124 | 3.684 | 3.684 |
Gameplay | #166 | 2.947 | 2.947 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
I worked solo.
Was the resolution a challenge?
UI and text were the most difficult by far.
What did you learn?
I learned that constraints are fun and lead to creative products.
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Comments
I love the artwork and the use of the resolution constraint. The music is catchy, and the sound effects are perfect.
I did find myself settling into a relatively uninteresting gameplay loop. I never swapped out the pokemon and just kept hitting attack, then capturing once the health is all the way down to 1.
It's too easy to progress through the game by mashing buttons, and there needs to be something to prevent that strategy so we can explore other more interesting strategies.
Way too fast for me, but I love the concept. Would have been nice to at least ramp up to that speed.
The visuals and audio are great. Good work.
I ended up just mashing the buttons randomly after some time, and I actually did better than when I was thinking about what I was doing 😂
Maybe you could add a cooldown between the balls/attacks so that people don’t just press keys really fast!
This game is so fun, and it reminds me of Pokemon. The music is good and has some variety, and overall, it's a great game.
Bit too fast for me, but very nice concept :)
It took a couple rounds to understand what was going on but once I did, it really flows well! The only thing I might suggest is slowing the gameplay down just a tad, I think the attacking, swapping and capturing stuff happens just a tad too fast. It's probably just muscle memory, trying to remember which element monster to bring out to attack in the right situation was hard for me to gel with. Love the look and style though, nice work!
It took a couple rounds to understand what was going on but once I did, it really flows well! The only thing I might suggest is slowing the gameplay down just a tad, I think the attacking, swapping and capturing stuff happens just a tad too fast. It's probably just muscle memory, trying to remember which element monster to bring out to attack in the right situation was hard for me to gel with. Love the look and style though, nice work!
Fantastic job getting a UI to fit with everything! This is a nice proof of concept, feels like it could be a "boss" level in a WarioWare game, if that makes sense? I think as someone else said, if it was more fast-paced, and you had to work out what the enemy type was before they attacked, there could be a nice little game here.
I did not get gameplay at all… enemy monsters did nothing, just kept appearing… no gold or anything… Expected something different from the text. Combat with the Rock-Paper-Scissors approach could have potential if it was fast and furious. Graphis are a bit repetitive… would have loved different sprites per elment, not just a recolor. Good potential on this entry if some extra work is put into it.
I accidentally left a flag on to disable enemy attacks! I just fixed it and it should now be working as intended.
OK, now they attack… I think the game lacks some balance. Getting used to the monster switching is quite tricky and enemy attacks are super fast from the very beginning. As I said, there’s potential, but I think there’s some work needed to balance gameplay a bit. Good entry anyway!
Nice job having everything fit on the screen, especially since you included UI and controls. Simple but well executed!
After I catch over 100 monsters, the counter spilt with a newline.
I accidentally left a flag on to disable enemy attacks! I just fixed it and it should now be working as intended.
the catches counter still spilt when I catch over 100 monsters.
I never took any damage or had an opportunity to spend gold, is this a bug maybe?
I accidentally left a flag on to disable enemy attacks! I just fixed it and it should now be working as intended.