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A jam submission

MothmanView project page

Submitted by FatYoshi69 — 3 hours, 10 minutes before the deadline
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Mothman's itch.io page

Results

CriteriaRankScore*Raw Score
Moves & Mechanics#14.3574.357
Gameplay#14.1434.143
Aesthetic#14.3574.357
Visuals#14.2864.286
Overall#14.2864.286

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Mothman isn't as good feeling as Control Freak but has less flaws. The closest thing to a complete character I've seen so far. The only real concern I have is that flight as a free action on everything (while feeling really cool and fun) seems bonkers. I like that it changes when you are out of air actions but it might be worth making into it's own resource. Additionally, I feel like his moves tend to be pretty anti DI. And if he turns out to be overtuned many moves could be slightly mutant-ified. He has the best icons by far and that's great to see. Some of the animations are better than others that aren't too notable. Which isn't a terrible problem to have. He's on par with the other characters I've seen with great sprites in his totality though. Rot is an excellent resource management mechanic. Where you take on risk in exchange for putting the opponent into super hell, or powering up your attacks. It's the type of resource/dynamic I wish more characters had. His guard break, command grab, projectiles, and supers are all cool. He could use some setup proper to act as a force multiplier for the projectiles. Which would help in neutral. Even certain normals have a great feel to them mainly the wing moves. They mess with your movement and have good impact in just the right ways to feel right. I'm a big fan. I like the movement, and the free action flight. It feels great to fiddle with in neutral and in combo but it is very centralizing. I don't think he needs many more moves but specials that don't rely as much on flight would help if you decide that flight shouldn't have 100% uptime. But it is the sort of ability that lets you take otherwise static moves and use them to make hard callouts. I think characters need tools like that and don't always have them. Mothman has the best game design out of everyone I've seen so far but with a bit more polish I hope to see his gamefeel improve and mechanics explained. He could become a notable hallmark design for the game that inspires other characters in a similar archetype in my opinion.
  • Oh boy, there's a lot here, so, first of all, the movement is extremely fluid and enjoyable, and the animations are incredible, they really helped the already good baseline to be taken to a whole other level, excellent, rot is alright, it's definitely new and opens a lot of possibilities, it's quite complicated to grasp all the unique interactions, it can alienate a lot of players (just a thing to watch out for, it's nothing major). Pros: Fluid animation Satisfying movement Breath of fresh air by having a majorly air focused character The theme really shines on this one Cons: Combo damage is a little too low There's no mothman 2 :pensive: Overall this character is pretty spot on, the animations reeally sell this guy, the theming is constant, the gameplay is fresh and gameplay works with what it wants to do. Great job!
  • # __Mothman__ ## Theme Mothman is an eternal classic with pretty much anything you can do for them. You truly cannot go wrong with a mothman, and as you'll see later, this is employed to its full effectiveness. **SCORE: 5/5** ## Moves & Mechanics Mothman has a lot going on behind the scenes via 2 main mechanics. Firstly, he has free-action flight, which makes perfect sense for Mothman, and is also INSANELY fun to play with while not being too overbearing. The other is Rot, which makes his own moves worse, but can be transferred to the opponent to make THEIRS worse instead. Alongside various moves having benefits to having Rot stacks on either you or the opponent, this risk-reward mechanic is incentivized to interact with at a core level. And by god, it **works**. Mothman feels so dynamic to play both in movement and attacks, he is always trying to transfer negative mechanics between himself and the opponent which just devolves into this insane tug of war where Mothman is trying to get touches in while the opponent is trying to keep them the fuck away. His damage, blockstun, and hitstun tie in perfectly with the Rot mechanic. And Paralyze. Oh my god, Paralyze might just be the coolest button that's ever been made for any modded character. Literally no hyperbole. There is no aspect of this kit which isn't pulling its weight. This is STELLAR. **SCORE: 5/5** ## Visuals Mothman's visuals are GORGEOUS. The spritework is immaculately animated with so much little detail, VFX are simple but effective to convey so much with so little, audio design is stellar, and in all it just feels incredible and like I'm really goddamn Mothman. I really love the visual style of the Rot stack indicators, the typography of a number is such a minor thing but it helps contribute all the more, its those little invisible aspects of visual design. I also enjoy the shockwaves from flying, leaving a circular wave behind Mothman in his moving direction. **SCORE: 5/5** ## Aesthetic This shit feels more cohesive than some fighting game characters from other video games, it is genuinely so quality from top to bottom and Mothman's personality is oozing through every single sprite. I particularly love how VISCERAL the sound effects all are, especially the screeches. The vibes are IMMACULATE, and he truly feels pants-shitting. You do NOT want this man in your face lest you feel the hurt and a whole lot of Rot. **SCORE: 5/5** ## Gameplay Mothman is 100% a main of mine now. He holds up so well against vanilla and against so many other modded characters. The production quality and level of care put into the game feel and mechanical integrity is incredible. I know the past few points have been very brief and making me sound like a broken record, but he's just... PHENOMENAL. Amazing work to FatYoshi and sean, you've earned this. **SCORE: 5/5** # TOTAL SCORE: 25/25 # __Mothman receives Leftie's Judge Bonus, congratulations!__

Which Theme(s) Did You Choose?

Fearful Folklore

How Many People Were On Your Team?
2 people, FatYoshi and Sean

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Comments

(+1)

This is SICK. 

Solid midrange normals, sick mechanic, wicked movement, actual neutral gameplay? If a little limited without meter.

My one major complaint is that I didn't actually utilize the mechanic a whole lot, but I mean it did have an impact. Can feel a little tough to enforce his game sometimes. But yeah, other than that just a great character so far, had so much fun with this guy. All I can say without nerding out is great work, feels good, sounds good, looks good, plays nicely, big props.

My minor complaint is that it sorta didn't feel on-brand enough. Like maybe could've leaned more into the cryptid aspect of it, but that's a nitpick with the visual theming. Still great.