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A Shattered Farm's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #39 | 3.402 | 4.500 |
Originality/Creativity | #41 | 3.024 | 4.000 |
Engagement/Fun | #44 | 2.646 | 3.500 |
Audio | #45 | 2.646 | 3.500 |
Gameplay Polish | #52 | 2.079 | 2.750 |
Overall | #56 | 2.430 | 3.214 |
Theme Interpretation | #65 | 1.701 | 2.250 |
Magical Girl Concept | #68 | 1.512 | 2.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the Magical Girl genre?
Our main character is a magical girl that weilds the power of nature to deal with her foes.
Which theme(s) do you pick?
Freedom Dive World Vanquisher, PANDORA PARADOXXX
How does your game fit those theme(s)?
Freedom dive for all the freedom of movement that is present. World vanquisher for the apocalyptic setpiece, Pandora's Paradox for the rewards bringing both postiive outcomes and negative consequences
If you follow any of the optional challenges, elaborate as you like.
None unfortunately
Were the assets for your game made during the jam? Elaborate as you see fit.
Most of the assets were assembled for the jam. The music however was unused music lying around.
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Comments
I like the visual, very unique and artistic, the music also has its charm.
For the gameplay I feel confused, until Ifind out that there is a instruction when holding the tab key. I would suggest using num1/num2 for weapon switching. And for farming, it would be great if it's key F plus num1-3. I think it will be much faster for the control.
i GOT 197.98 idk if this is good xD
I really like the art direction and gameplay.
A more clear indication of enemy attacks would be nice :)
Amazing art style and shaders! Love how the game looks.
Movement and attacks are satisfying, and it is cool to have a range of different moves. Slide reminded me of skiing in Tribes, and I wish it would work similarly (e.g. completely removing your friction, allowing you to gain momentum downslope and use that speed to jump higher uphill).
Wide angle requires some time to get used to it, since it is hard to read the distance.
It would be nice to tell at a glance which enemies could be killed with one scythe hit, so there could be another layer of strategy on top of "spam everyone you see".
And I would also appreciate a few words on plants in the tutorial, and some UI indication of which plant is ready where exactly (I could plant something in the beginning, and never have a chance to visit the same place again, just because I have no idea where it was).