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Red Wet Pump: Skull hunter's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #9 | 3.455 | 3.455 |
Audio | #11 | 3.727 | 3.727 |
Overall | #11 | 3.591 | 3.591 |
Presentation | #12 | 3.636 | 3.636 |
Art | #15 | 3.545 | 3.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Me and my wonderful girlfriend
Software used
ct.js, piskel, cgmusic, coolText
Cookies eaten
5
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Comments
i like how i can slash bunch of enemies in one move! i just wish it had some cool effect to tell me i've done it. and it'd also be more satisfying! music is also nice!
if you work on responsiveness and some feedback effects, this will become a unique fun game!
good work!
Thank you ^^
And yes, it is on my todo list :) Hope I will be able to add effects soon.
Well, this feels like an actual game. Great job!
Thank you ^^
It's an interesting slasher game that could definitely be something in the future.
The gameplay is fine but I did have some difficulties knowing when someone was killed, they would usually stand for a couple seconds before falling apart. Maybe a blood burst effect when you kill someone so the player knows they got a kill easily.
The movement could use some kind of effect as well to help the player track their character with their eyes. The character always went where I wanted them to go; but if often felt off because I would just teleport unless I right clicked.
If you can increase the visual fluidity of the game, increase the overall tempo and get players killing and reward them for killing combos; it'd be really fun!
Thanks so much for playing and advices.
Yes, I am lacking good visual effects. I am trying my best to learn how to do them properly. Blood effect is unsuitable because the player's blades already drain all the blood, but I will probably add some white blade slash effects and maybe a different sound when you hit someone.
Rewarding for killing is an interesting idea, dunno how to do that so far, but we will see. I definitely plan to work on this game further, I have more ideas what to do :)
I also want to "cultivate" the movement a bit, it's still kinda buggy sometimes.
Thanks again for help I have a lot of things to think about ^^
The slicing mechanic was really fun especially when you chain slices and move really fast. This is a really good use of the jams theme and limitation.
Most of the issues I had were addressed in other comments, but I think you should limit how many slice points the player can have because sometimes you just have to wait for your character to finish going o each one before you can do anything else.
Wow, never think of that. I definitely should do that. Thanks for playing, the nice comment and your advice. ^^
I am looking forward to play your game :)
Changed :)
Oh my, I like this gameplay mechanic. It's a bit hard to control all the things and stuff, but there is so much potential in it. I think there is no need in collecting heads. It's was routine stuff that anoyed me. Well done!
Thanks so much ^^
>It's a bit hard to control all the things and stuff
I plan to change walking to the keyboard after the jam... this is not a very happy solution. And I have in mind some time slowing features that will help players plan the moves.
>I think there is no need in collecting heads
Interesting point... it was part of the game from the very beginning so I never think to remove it. And I have lacking lore for it. Collecting seems really pointless. and maybe I should construct some key system or just kill-all-to-leave.
And I haven't time for play your game yet... but I'm looking forward to it!
The collecting is gone.
cool game. i like the head slicing mechanic :). enemy deaths were cool but felt a little stiff, i'd rather have the animation be faster so i don't have to wait as long to collect the heads.
nice job with the audio, it can be easy to overlook it especially on a jam game.
Happy to hear that :D My idea was to fake/parody the cool Hollywood action film deads, but you're right. Maybe I should make those heads pickable even before they touch the ground, which will speed up the gameplay and still be cool.
Thanks for the advice ^^
By the other comments I decided to completely remove skull collecting mechanism so you don't have to wait at all now :D