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A jam submission

Psy ScarletView game page

A young psychic chases a thief into a dangerous power plant.
Submitted by Fusionist (@FusionistCT), Momei Doumei (@momeidoumei) — 5 hours, 35 minutes before the deadline
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Psy Scarlet's itch.io page

Results

CriteriaRankScore*Raw Score
Design#163.3003.300
Presentation#173.6003.600
Overall#193.3253.325
Metroidvania#243.4003.400
Enjoyment#243.0003.000

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Fusionist and Momei Doumei

Reference info
Fusionist#5183, @FusionistCT

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Comments

So hard!  But the animation and style have a lot to love about it.  The fonts are pretty cool too.  I think if you allowed a bit more health or less punishing hazards in the beginning, it would play a lot better.  The slice/death animation combo for the enemies is SUPER cool.  Very nice touch :)

Submitted

Wow, this is difficult. I actually really like how fast pace it is and how quick the movement itself can be, it feels pretty good to blast through some of the screens that allow for it. 

The things that made it feel more difficult than it needed to be though were:

1. the small range on the weapon attack felt at odds with how fast the movement speed was. I generally wanted to maintain my momentum from screen to screen, but if I tried to hit an enemy while moving I would almost always take damage. This meant I had to stop and wait for the enemy to come to me instead.

2. I died more times from getting knocked back onto spikes than I want to admit, there should be an invincibility period after taking damage or just make it one hit death like Super Meat Boy. :)

3. With the amount of deaths and the pace at which they occur, it'd be nice to treat each screen as its own challenge and with its own checkpoint instead of starting back from the very beginning.

Those things said, it's a pretty good foundation for a fun and frenetic fast-paced hack and slash. I didn't really make it far enough to find out how much of a Metroidvania it is, though, and whether or not that affects the kind of pacing that's present in the early game.

Submitted

really great game, but really hard to recover from a fall, challenging.

Nice character animation.

I can see why people find this game frustrating but i have to say it was not at all for me. Everything felt great, the way you moved the enemy patterns all felt really smooth and fun to play. The pixel art style had a very cute approach and the punchy sound effects really elevated the experience. All 10s for me really liked this game :)

Submitted

I really like this one. My only problems were with the enemies and obstacles being able to hit you a second time pretty immediately, making the second heart feel useless

Submitted

Really cool! Really frustrating! Really great! Good job!

Submitted

I really enjoyed the pace, I've been playing several games and one thing people struggle with is game pace (usually too slow), yours is great.

The game is a little frustrating tho, because sometimes you just fall into spikes from simply changing the room and not knowing theres like 2 milimeters of floor before a spike pit, and you fall and lose 2 lives in the same second.

But definitely a solid submission and a game with lot of potential if properly polished. Also another godot fellow, which I always enjoy.

Developer(+1)

I'm glad you enjoyed it! Seems like I made it more 'frustrating' rather than just 'difficult', which is something I will definitely consider for the future. I'm sure it's just a few changes away from being an overall enjoyable experience for everyone

Thank you for playing!

Submitted (1 edit)

What I liked

  • Music - I dug the music. There wasn't a question of whether it fit with what I was seeing.
  • Art - It looked very consistent.

What Can Be Improved

  • Starting Lives - You should definitely have at least three. As a player, my first chunk of damage taken is a tradeoff for getting an idea of how a level/area is structured and the difficulty.
  • Feedback to the player - When I achieve something successful, I expect the game to make it clear that, indeed, I am successful at doing X. In your game's case, the only feedback that I get from killing those initial enemies is that the enemy flashes one or twice. I expected a dying sound from it. I think its especially important in your case because you have that effect where the object is maintaining its velocity for a little bit but sliced. Its really cool, but even when i kill an enemy, i'm a little worried that I missed and I'm about to die.
  • Temporary invulnerability when hit - You don't have one and with enemy speeds, its almost certain death if you didn't kill the thing that hit you.


Overall, i think its a really great base with a lot of potential, and if you were to address these simple above mentioned points, you'd notice it immediately as player.

Congrats for being able to submit!

Developer

Thank you for the detailed feedback! Those were intentional design decisions but I must have overlooked how first time players would feel, since as the developer I already knew how to navigate the game. I can see why testing is so important

I'll definitely take those points to heart. Thanks again!

Submitted

No problem! I make assumptions about how the player will react to something all the time haha.

Submitted

It felt good to control, and I think the sound effects were very fitting for the psionic abilities. If I were to say one thing, is that it definitely felt like if I got hit once, I would get hit again right after in regards to the little sun guys or falling on spikes. 

Developer

Thanks for the feedback! I feel like the bit about getting locked into taking damage is something I will hear a lot. It was intentionally left in (you can avoid the second hit with careful movement) but maybe not the best idea on my end. I should adjust knockback and invulnerability

Submitted

The interactions are pretty satisfying to watch but the second life is kinda useless if most times landing on the spikes will just bounce you back onto the spikes and if getting hit by a enemy stuns you long enough for them to hit you again.

Developer(+1)

Thanks for playing and thanks for the feedback! You can actually move before the enemy hits you a second time and get out of the way, and once you get upgrades you can jump out of the spikes. It's not obvious though and the invulnerability when getting hit is something I'd adjust going forward.