This is a really cool interpretation of the theme! I really love the atmosphere and music and how it all goes together super nicely into a well made game~
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BlackCurtain's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #4 | 4.017 | 4.400 |
Overall | #9 | 3.697 | 4.050 |
Presentation | #10 | 3.834 | 4.200 |
Concept | #10 | 3.651 | 4.000 |
Enjoyment | #14 | 3.286 | 3.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
Unity
Use of the limitation
The only way to defeat your enemy is to one-shot them
Cookies eaten
0
Comments
Really cool game loved the boss.
The buffing mechanic is a little annoying though, maybe making it a channeling ability where you have to stand still to channel and the longer you channel the faster it starts to buff.
Really fun concept and great atmosphere, as others have said. For me, the difficulty ramped pretty fast and made it nerve wracking and exciting.
My biggest feedback if you revisit this would be to take another pass at the buff and difficulty progressions. It takes a long time to buff up to the needed damage, so it makes for a slow start. Maybe make the buff cooldown faster so players can spam it more, and if you want more difficulty to offset, then throw more projectiles at them or speed up the enemies.
Great job and keep jamming :)
Yeah could be better if buffing felt better maybe faster and more spamable might make it better but you'll never know until you test it.
And if the player is stronger so are the enemies but I don't want It to be too hard for a jam game no one going to try hard in my game anyway that's why some overpowered items are there to help people beat the game.
maybe I'll try after the jam but at that point, no one gonna play this game anymore so I'll never know if It's better or not
The visuals, sound, and atmosphere in this game are top notch! Especially considering the short time limit in this jam. If you do take a second pass at the game, some feedback to consider is that it is not intuitive to charge up enough power to kill enemies. Considering that the enemies are not meant to die unless they lose all their HP in one hit, why not lean into that and remove the HP bars all together? Maybe just show the power level required to kill them above their sprites? Also, I feel like making the buff button something that you hold, rather than press multiple times would make for more dynamic gameplay. I can imagine finding places to hold the buff button in between enemy attacks would be engaging, especially for boss fights. Lastly, the tip that shows that the attack button is "k" is off the edge of the screen, which I'm sure is an easy fix. Overall, I enjoyed the game and hope that you take the concept further.
Wow! Thank you for the great feedback something tells me that you're a good game designer.
I might try holding the buff button idea or maybe both and make it do something different. It might be more interesting to have many playstyles.
Showing enemy hp and damage numbers and making the effect look more satisfying could make the game better.
my main problem is that I test the game myself and don't understand what others feel about my game not that I have friends who understand what's wrong with my game anyway
I might take the concept further as one of the classes in my new game
The level of complexity in the game given small time frame is amazing. Visual style and the music work really well together. Also great use of the limitation in that context!
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