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A jam submission

Project SitusView game page

Sick of playing the hero? Try your hand as a big, bad, evil villain in Project Situs!
Submitted by KTalagery — 1 hour, 37 seconds before the deadline
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Play hoojamaflip

Project Situs's itch.io page

Results

CriteriaRankScore*Raw Score
Visual (AESTHETIC and Art Direction, Lighting, VFX, Animation)#113.3753.375
Innovation (DESIGN, Unique Game Systems, Use of Theme, Creative Ideas)#123.1253.125
Overall (THE BEST of the best, All other categories considered!)#132.7502.750
Audio (SOUND Music, Sound Effects, Quality and Use of Sound)#132.7502.750
Gameplay (FUN, Game Flow, Intuitive Mechanics, Difficulty Balance, UI/UX)#162.5002.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Tyler Mcclure, Ryan Samayoa, Karan Talagery, Michael Fluckiger, Axel

Third-Party Assets
This sound effect: gp5DWmsXUtw

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Comments

Submitted

quite fun game mechanics :) i also really liked the visuals! i think seeing more indication of what the attack would do while selecting it would be nice!


nice work!! id appreciate it if you checked out my team's game too below

Submitted

Things I liked:

- The visual aesthetic is very nice, as well as the general game concept. Gotta love playing the villain.

- There's a lot of small details here that I liked. I don't know what a "hoojamaflip" is, but it's very comedic.

- Good music.

Things I didn't like:

- No attack previews :(. I think that would help a lot.

- I'm not really sure how the player AI works, so it's hard for me to figure out exactly how to trap it. That's especially true with the above, since figuring out how the different attacks mesh together is more difficult without having a clear idea of what each attack does.

- Because I'm limited by "boss health", I first thought that the player had to get close to me to attack, especially considering the player's sword. I was apparently incorrect.

Regardless, good job!

Developer(+1)

HI CHRIS

thanks for the feedback :) 
After the game jam is done, I might go in and add the things you've mentioned. I like the idea of attack previews and I'll probably find a way to add those in. The hero is meant to move somewhat like a player, looking for empty squares and moving when it can but occasionally messing up, though some playtesting and valuable feedback (like yours :D ) are good for balancing it out a bit. I'm very glad you brought up the inconsistency of the sword and the  hero's attack style, might give him a bow or a "nerf weapon" after jam done :))