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Sweet Devil's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall rating | #2 | 4.009 | 4.286 |
Player feedback | #2 | 3.742 | 4.000 |
Level Design | #5 | 3.608 | 3.857 |
Gameplay | #5 | 3.608 | 3.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The art is fantastic work, but I spent all of my jewels on upgrades and then died to the first summon. I was unable to continue after that.
Very polished game. The UI is very nice, the splash screen is lovely, and the overall feel of the game was unified and creative.
Ven, I enjoyed the art style for the game! I enjoyed the attacking mechanic in the game and thought that it was cool. Like what Weslington said, I do think having a sound effect would work for each hit that you make which could make for some good player feedback. One issue I have is that the music in the game doesn't loop as it stops when it ends.
The artwork looks pretty sweet (pun not intended). It's clear you put a lot of charm into this game's presentation!
I was confused at first by how to play the game, and wondering why the attack key wasn't working, until I played for a bit (on my second summon) and realized the attacks happened in "phases". It would have helped to be more clear on that front, as well as potentially adding some visual feedback for when the attack phase will trigger.
The gameplay works, but it's pretty basic overall. All it is is dodging cherries and then tapping the screen every now and then. I feel like more can be done to spice things up.
The gameplay loop, however, I can see being addicting if the gameplay is fleshed out with more features and mechanics.
Ven, the art is awesome! I recognized the style a bit from Scalebreak, which I thought was also a fun project! I enjoyed the difficulty of this game, it made me feel like I was able to use some gaming skills to my advantage. I will say at the beginning I wasn't sure how to reset the game, but I ended up finding that in the volume panel. The attacking mechanic was cool, it gets you shifting your focus from your mobility keys to the mouse, hearing some kind of sound effect for every click/successful hit could make for some really satisfying player feedback, the game was overall fun and had good stylization!
I had a similar experience as Karnic, with the cherries spawning a bit too low to be forced to slide under. I also do not play a lot of gacha games so I did not exactly know how to make more money at first. I figured it out pretty quickly, but I think something like a timer next to the player's currency would really help. Other than that, the game was really fun and the art looked great!
Did you do the art for the loading screen? That was great! I liked the concept of a game where you are avoiding enemy attacks and waiting for a window where you have to button mash really fast to do as much damage as you can. The art style was really fun and great as well. A few things kind of stuck out as problems. Of the two modes of avoiding the oncoming projectiles the slide could dodge the upper ones and the jump could dodge both. This negated the need to slide at all. The other issue is that the projectiles seem to approach the player at a constant rhythm. This makes it so that you can just press the jump button at a certain cadence and never have to worry about being hit. This ends up making the game kind of boring. It also seemed very easy to get sort of soft-locked where you run our of jewels and summons. I even seemed to normally just run out of jewels through play of the game.
Yes, I did all the art in the game! I appreciate the feedback, and I hadn't even noticed the issue with the jump! As for the soft lock, I feel I should mention that the game works on a timer! It replenishes 1 jewel every 15 minutes. The intention is to make the player return to the game occasionally to use the jewels they accumulate.