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Gyzer-0: Rising Edge's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
CONTROLS | #4 | 3.273 | 3.273 |
DIFFICULTY | #10 | 2.909 | 2.909 |
GRAPHICS | #10 | 3.545 | 3.545 |
LAYOUT | #11 | 2.818 | 2.818 |
MUSIC/SFX | #11 | 3.000 | 3.000 |
OVERALL | #14 | 2.909 | 2.909 |
OBSTACLES | #16 | 2.273 | 2.273 |
THEME | #24 | 2.455 | 2.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Speechless. Very good. My favorite game of the jam so far, it is incredible the level that you have achieved graphically considering that it is a gamejam, and all in 3d. The inspiration of the games you mention is quite noticeable. It has a lot of potential.
That was great! I'd pull the camera out a bit so you can better see the action happening around you (maybe interspersed with this closer camera in tighter spots), and the fact that the camera is off-center was a little jarring when turning around at first, but I ended up getting used to it. I'd probably just try to smooth it out a bit more. I don't mind the jump and attack being on the same button, but it's true it'd be a little cleaner if they were two separate buttons. Even just doing the flip jump from the ground would be great, and you wouldn't have to deal with those pesky standing-melee animations.
Very good job on the graphics!
Unfortunately, I have to agree with what Longshots said. The game felt unnecessarily difficult and the combat was unintuitive, being mapped to the jump button. Avoiding obstacles was almost impossible because of the limited movement options. Missiles follow the player regardless of where they go, there's no real way to outrun them. I think one of the biggest traps a lot of people who do game jams do is to focus on the visuals before doing the core gameplay. Still though, I'm excited to see what you do to improve it down the line!
Thank you Kwiper for your feedback, it's really helpful. Somehow I find the jump attacks satisfying except for the dive attack, so maybe I'll add a variety of aerial attacks to keep the player in the air and probably executing the dive with a button combination would be better.
As for the level layout and enemies, I simply lost precious time. The original vision of the game is way better than the current outcome and would be happy if you could come back next time I update it. Thanks again for playing! :)
Hey, yeah, for sure! In its current state, the game has a lot of potential. I'd love to dive back into it once all the kinks are ironed out!
Liked the graphics but i didn't really have fun sadly.
the game felt unfair and the music was extremely loud and unfitting if you ask me. the core gameplay loop is the main thing lacking to improve this experience.
Thanks for trying out the game! I appreciate your honesty. It's true that the level design was lacking as I spent too much time on the graphics, animation and character control. Still proud of this game and can only improve it in the future.
Completely Agree!!
if you update it send me a message I'd love to play it!
Solid game, nice graphics and music, good controls. Good job!
Thank you dorba! Glad you liked it, even if it's unpolished in some aspects.
I really liked your game! Nice graphics and dynamic music. I really miss the attack button. The game fits well with the theme of jam.
Thanks KinGelaim! I got the idea of the jump attack from Devil May Cry. I felt that was smart dual mechanic and thought to myself this could be a key feature of Gyzer. One button to rule them all!
The controls are reliable and the moveset is intuitive to use. i like that you get rewarded for exploration and fighting. Maybe you could toggle the visibility of the Boss Hp bar later, when you enter the bossroom, because i was asking myself how to apply damage in the start of the game and was surprised later that i entered the boss area. All in all a solid level :)
Thank you so much! Really spent a lot of time on the controls, making sure it makes you feel nice. With the boss hp bar, I agree! It's one of the multitude of things on my to-do list that I didn't have time for. I also wanted the camera to focus on the boss as you enter the room.
Btw, I put the boss and obstacles together in the last 6 hours of the jam. Crazy-panic set in as I still had to do some end and pause menus.