I love the aesthetic! Really sweet, with very satisfying sound effects too. I had a lot of fun playing through it!
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puca.exe's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
💀Body | #8 | 3.667 | 3.667 |
🧠Mind | #10 | 3.905 | 3.905 |
Overall | #12 | 3.810 | 3.810 |
✨Soul | #13 | 3.810 | 3.810 |
💖Heart | #16 | 3.857 | 3.857 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Love the expansion system. It's got an Undertale and Parasite Eve vibe to it. Nice and simple and sweet.
The combo between bullet hell and turn-based combat was super fun! The only thing I had to keep reminding myself was to have my fingers back on the movement keys when I made my attack choice. Sometimes I would choose "fight" or "spell" and forget that a bone was barreling towards my lil ghost. D:
But all in all well done! I liked that I got to sit on a bench in one of the rooms. The ghost's little shimmy to hop off the bench made my day.
This is like an almost perfect game jam submission, I love the pixel art, it has a great gameplay system with varied enemies & a leveling system, it's short AND BEATABLE (so many game jam games just don't have an ending), and it's all just well made & polished. You're really only missing some music maybe and then you'd be golden
This is just amazing!
The dodge then attack mechanics alongside the graphics reminds me of undertale, fun sounds, and really cohesive feel of the game, great work!
Perfect submission, varied enemies, leveling system, and a final boss
I'm not the best at bullet hell games, making this a refreshing turn of pace ʕ→ᴥ←ʔ
I like how everything is both spooky and cute at the same time ʕ→ᴥ← ʔ
Surprisingly engaging for its simplicity. Definitely felt like I was powering up as I gained upgrades. I liked how I eventually got to bust out a whole bunch of attacks in a row. I felt like there was a missed opportunity for some tactics in differing attacks. For example, if attacking were to hit every enemy in a straight line while spellcasting did an area-of-effect attack on the target, now all of sudden I'd have a reason to choose one attack over the other strategically and should consider both my and enemy position when the turn timer is about to pop. All in all, this was fun!
Absolutely love the idea of a turn-based bullet hell game! My favorite things here are the feel of the dash (particles & sound), and I think you did great with the art style & graphics too. Obviously this is wearing its Undertale influence on its sleeve, but I do feel like the JRPG combat on our turn is a bit out of place in what is otherwise an action roguelike with more combat-focus rather than narrative focus. I don't mind pausing, but I think it would be cool to have our attacks embodied in the environment still, so maybe something like aiming all our magic projectiles during our paused turn, and then having the enemies try to avoid them? Or maybe forgoing the pause and making "turns" more a push and pull between bullet hell & bullet heaven style gameplay.
Awesome submission, and I hope you'll keep working on it!
Thanks for the feedback! I absolutely agree on your points with the more varied attacks, sadly the fight/spell variety was what had to be cut in the end to get it published. Really like the idea of flipping the script and having a bullet heaven aspect though, or placing your own projectiles. I didn't really consider something like that. If i came back to it or remade the game it would be a lot of fun to take it in that sort of direction.
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