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A jam submission

ALMIGHTY ALICORNView game page

TOKUSATSU
Submitted by NeoAwesomeon (@NeoAwesomeon) — 5 minutes, 24 seconds before the deadline
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ALMIGHTY ALICORN's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#44.2164.444
Overall#133.6893.889
Originality#154.0064.222
Audio#183.4793.667
Visuals#273.7954.000

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your game a video game or a physical game?
Video Game

Was your game made solo or in a team?
I am the solo developer, however I did get some aid from some friends, who are listed in my game's credits

Did you use any third party assets, if yes what assets did you use?
Yes, all audio is public domain sounds that I did not create

Did you choose from one (or more) of the optional secondary themes?
Arena, Weird Fiction, Resurrection

Does your game contain 18+ content (Nudity, Gore, Language)?
N/A

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Comments

Submitted

Very cool 3D platformer !

I really like the simple beat em up mechanics here with the dash hit and the spinning kick, also like that these moves can also be used as tools in the platforming, i’d just say that the barrier mechanic to progress to the next area isn’t very intuitive to understand i.m.o cause it took me a bit of time to get what i was supposed to do in the 1st arena.

Visually this looks pretty cool as well, you’ve fully embraced the cheesy early tokkusatsu style down to having this little “bam” sfx that feels very 60’s Batman :p My only tiny nitpick with the artstyle is that the lighting has some very dark shadows to it, normally this wouldn’t be an issue but here i felt it sometimes hid a bit of the platforms.

Overall quite a fun entry, good job :)

Submitted

Pretty in depth platformer, and well executed as well! Combat is well balanced - and although color coding enemies is not great for accessibility, it gets the job done. I love the level design with secrets here and there.

Developer(+1)

Very fair about the enemies, but I was running low on time and it seemed like the fastest solution. Thanks for the praise!

Submitted

Very fun platforming. Incredible style. I wish there was a mech. Excellent work.

Developer

Yeah same... there was going to be a punch out segment of the game to finish it all off, but I followed the fun a bit too much with the platforming part and ended up not having the time to finish it. Thanks for the review!

Submitted

Loved it! It played extremely well besides one issue I'll mention in a sec, and visually it looks so good. Great animation work and very good art style! Love the whole toku theme as a whole in this one! 

Only issue I had is that I wish the spin attack would end if you don't land on solid ground. Sometimes I used it to boost towards a platform but went a bit too far but because the spin never ends unless you land, and so these no way to maybe fix my error. Been playing a lot of Jak recently so used to just spamming that spin lol

Anyway loved it!

Developer(+1)

Looks like you caught onto the inspiration! Jak 1 was the base of what I was trying to make. I wanted the attacks to be something you commit to, but someone had the idea to let you jump cancel the kick, which might have been more interesting. I just didn't want the kick to be as safe as it is in jak, so I made it into an alternate jump.

Submitted

Interesting little hero platformer. I liked the attacks from the player, it was fun beating up some bad guys. I think you might want to turn off shadows from powerups and add a ground display shadow instead so that the direct vertical position is shown to the player rather than that position being determined by light sources. Luckily, the shadows were still pretty close to the position but can throw people off. I got stuck at the first grouping of enemies and the large yellow block blocking my way. I didn't know what to do to get past it and it was too thick for me to jump around even with the "triple" jump like you made for the secret if you look backwards from the starting point. Not sure what the other 2 bars under the player health did. Twas a great job for your first time coding. 

Developer(+1)

I think I can see what you mean about the powerups. Didn't really cross my mind, but I'll take that into account and learn how that's done, as it'll likely be helpful going forward. 

To get past the golden walls, you have to use the pose ability listed in the tutorial. The bars probably could have been explained better. If you collect 15 energy (shown by filling the blue meter halfway) you can use your super attack. The gold bar shows progress. When you have gathered 30 halos, you have access to the pose ability, which will destroy the golden wall closest to the arena.

Thanks for the complement!

Submitted

Ah, I didn't see the tutorial button my first go around. I redownloaded, played again and was able to beat it. It might be nice that when a new mechanic like that is first available to the player to have a popup box appear stating to "Press Q for Fantastic Pose". While it's great you have a page for controls on your main screen, something like that is done a lot in games. This could be done for your energy bar as well if you feel it appropriate or maybe the character can say "Lets unleash my Ultimate move by pressing F".  Up to you :D That or you could increase the HUD bars and put a Letter on those Bars for "Q: Barrier Break" and "F: Ultimate Attack". Little ways to signal to the player when they are available and how to use them if they forget as well. 

Since I played a lot more this time... Might want to add an invisible Object to trigger death and use those to signal how far the player has fallen instead of what seems to be one giant death pit on the bottom. So that when you fall off an edge high up, you don't have to wait as long. 

Love the trees and such by the way, the aesthetic gives me a Viewtiful Joe feel. I'd love to see more elements added to reflect that. I think it would be nice to have walls so the player can't see the entire map. Might be nice to have edges highlighted somehow, maybe with a texture.

That's all my comments for now unless you want more suggestions. I enjoyed the game a lot more this time around.

Submitted(+1)

I played all game, dude I did exactly the same idea on my first game jam

it is a really fun game, well planed

JUST LOVED THE MECHANICS

dash float around and hit enemy is peak

you sould be proud of yourself :)

Submitted

the more you spam spin, the faster your movement vector gets it seemed. Still fun and silly though

HostSubmitted(+1)

Really loved the Tokusatsu theming, you captured the vibes perfectly. Controls felt fantastic too!

Submitted

Has some good elements - the combat was rather basic but functional, controls had a bit of jank overall but some of the platforming challenges were fairly enjoyable with the double jump.  The symbol/shadow under the character was a nice touch that helped with positioning on some tricky jumps / etc.  Checkpoints felt a bit sparse during some of the later platforming segments and it got a lot tougher.  Aesthetically the stage/enemies were alright, though I did quite like the design of the main character.

Developer(+1)

Yeah, I was going for something like a classic ps2 platformer. Low amount of mechanics, but everything has multiple uses. When under a time limit, simple but effective is my usual go to.

I'm surprised that the controls felt "jank" to you. Admittedly, I did make the character's air mobility rather high and the punch seemed to throw a some people off with how it is aimed where you are going rather than looking, but other than that, everything else is responsive, snappy and instant.

Your comment on the checkpoints is completely fair. There were originally less, but testers had a lot of trouble in certain areas so I added a few in before some of the rougher encounters. I wanted to keep things hard towards the end and felt adding one in after just one tough part made it less interesting. I thought it'd be better to make it so you had to do multiple hard things back to back instead of just getting constant do-overs. Then again, I'm the guy who already knows how to do everything, so maybe I'm not the best judge on that front.

Thanks for the review!

Submitted

Yeah I think the combat / punching was what felt a bit off to me, but the platforming itself did feel solid!

Makes sense about the checkpoints, it did feel like a logical ramp up in challenge at least. Regardless this was a really solid amount of content for the jam, after having played a number of other entries at this point.