Aesthetics are out of this world! Incredible what you managed to do. Gameplay was engaging for a bit, but mainly to see what enemy comes next. I can see why you went for the QTE, but maybe to lean into the simple style of the game, each enemy could have different timings you're supposed to attack them at, and you have to study them to learn when to attack each one. Then you could make it more like punch out, where a higher skill level means you can strike at just the right time and speed run the game. You could have a similar feature where directional inputs change the style of your attack. Great work!!!
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OVERKILL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #12 | 4.528 | 4.528 |
Authenticity (use of resolution) | #24 | 4.750 | 4.750 |
Overall | #25 | 4.229 | 4.229 |
Audio | #30 | 4.056 | 4.056 |
Gameplay | #86 | 3.583 | 3.583 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Yes, we have worked as a team of three developers. The main roles that the team members were responsible are programming, art, and music. It was a fun experience!
Was the resolution a challenge?
It was not so hard to create something within the constraint, but it was challenging and fun!
What did you learn?
As a team, the most important thing we learned in this jam was how to work together.
Comments
I wish we had more time to implement the things we have designed, but unfortunately, I couldn't manage time that great at the programming side of things. We plan to extend this idea and make it a roguelite game so that the player will have other things to consider apart from just quick time events. I appreciate your comment, and I definitely will take a look at it once the voting period is over and we start extending the game.
Thank you for taking your time to play the game and leave a comment!
That was very fun. The art looks very polished and unified with the design. I love the game mechanics a lot. I kinda wish you guys would put like a critical hit animation when the player finishes the sequence very fast or when the player hasn't missed a key for x times. That would definitely add some more challenge to the game and would help incentivize players to do better so they can have that nice and sweet critical HIT. Add a kaboom sound effect to that and you'll have a more exciting game. Anyway, that's just my opinion. The game is great overall. Well done making a game with a team. I think that's a great achievement. Teamwork makes dream work!
We, unfortunately, didn't have enough time to implement many other things we have designed since we did not have enough time. I took a bit more time than I should've on the programming side of things so I did not have time to implement additional stuff. Your ideas are cool, and they intersect at certain places without design. We definitely will develop the game further after the voting period ends.
Thank you for playing the game and leaving a detailed comment!
I've been able to beat only the rat in Hard Mode =)) It is hard for me to press arrows in such fast speed, ehhh. Easy and normal modes are good! Nice visuals!
this is like an turn base rpg where you get sick of turns, i love it, is all i want from a jam
Fun concept. At first I found the game too easy, but then I discovered the difficulty settings. Graphics were good, although a little too blurry, it's hard to tell what you're looking at sometimes.
I think the game needs just some extra mechanic to break the monotony, outside of damage dealt and hit points there isn't much difference between fighting the first rat and the final boss bear.
Perhaps a critical dodge mechanic, if you dodge very quickly you get an extra hit on the enemy. Or a witch enemy that curses you reversing your arrow inputs during the next dodge round.
We, unfortunately, didn't have enough time to implement the other mechanics we have designed. Although an additional dodge mechanic was ready, I decided to take it out from the game since there was not a tutorial section and I thought it would frustrate the players. We also will work on certain juice elements to make landing a huge sword on the enemies' heads more fun!
Thank you for taking your time and leaving feedback!
Nice graphics, though sometimes it was hard to see what you’re fighting with… the contrast against the backgroudn is not that good. Took me a bit to get through the first kill as after feeling like it was dead i had to keep smashing it up to carry on. There’s maybe a bit too many animated things distracting you in the screen at this low resolution for my taste, but probably that’s a personal thing. Good job overall
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