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Bizard 2's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art | #24 | 3.400 | 3.400 |
| Innovation | #25 | 2.900 | 2.900 |
| Presentation | #25 | 3.300 | 3.300 |
| Theme Integration | #26 | 3.400 | 3.400 |
| Overall | #29 | 3.000 | 3.000 |
| Sound Design | #41 | 2.700 | 2.700 |
| Accessibility | #48 | 2.300 | 2.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which path did you choose?
Patch Build
How does your game bring our theme, OUT OF TIME, to life?
We use a blood timer mechanic that counts down and needs to be refilled by killing enemies if not you will lose.
What did you do to ensure accessibility of the game?
We created multiple difficulties for different skill levels, and we uploaded to web and windows.
Did you include the Indieformer or Patch Notes logo somewhere in your game?
No
If AI was used in your game, let us know how you used it.
No AI
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Comments
Finally completed a run, albeit on easy. I am not sure if this is intended or not, but the game is surely very hard. The concept is nice with the blood timer mechanic, forcing the player to be as aggressive as possible. I also like the fact that the game is basically a single boss battle, with an in-game tutorial at the beginning. Really nice to see a good in-game tutorial, so kudos for that!
Other things I like:
Suggestions:
Anyway, the game is still really fun and enjoyable, and I think you all did a good job making the game. Keep up the good work!
We had plans to fix and implement pretty much all the problems you mentioned, but we ran out of time. The boss was supposed to start with fewer projectiles and then increase as he lost health, to ease the player into the boss's mechanics. We also wanted an animation and sound to play when the boss is vulnerable, because right now it's pretty much impossible to tell. For the difficult settings, we didn't have time to properly playtest and tweak the settings, so they are just some numbers I thought would work; they did not.
Thanks for the in depth feedback.
Nice work! It reminds me of "Bloodthief"
The sfx and movement was satisfying.
I got a freeze on firefox while fighting the boss (I attacked a minion near him, maybe it hit his hurtbox when he was supposed to be invulnerable?):
Good entry!
Sorry about the freezing. I think I've figured out what the issue is. It looks like you have a large screen resolution based on the screenshot you sent through. The enemies only spawn in the arena outside of the player's view, but if the player's view is larger than the spawn area, it would get stuck in an infinite loop, causing the freezing. If you exit full-screen and make your browser smaller, it should stop freezing, hopefully.
Thanks for the kind feedback.
Nice game. I liked the art and out of time mechanic
If you would like, please try out my game too!
I'm embarrassed to admit that I couldn't beat the boss, even in beginner difficulty. Missing an attack felt like a death sentence with all the minions and Permanent projectiles(disappear only when they hit the player for some reason), the survival chance were near zero every time.
The looks really good by the way. Nice and responsive, easy to understand combat.
I've beaten the beginner difficulty. I had to Eat projectiles safely.
We ran out of time to playtest and tweak the boss mechanics. Our idea was to make the boss progressively harder by starting with fewer projectiles, then increasing them after each stage to ease the player into the boss fight's mechanics.
Appreciate the feedback and thank you for playing.
Great art, good mechanics ideas, I can feel the Hollow Knight inspiration. The movement might feel a little stiff, but great job :)
Thanks for playing. We wanted to tweak some of the player settings to make it feel smoother, but sadly, we ran out of time.