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Mokou's Forest Defense's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Challenge | #35 | 2.006 | 2.160 |
Gameplay | #38 | 2.228 | 2.400 |
Audio / Music | #41 | 1.746 | 1.880 |
Concept | #44 | 2.525 | 2.720 |
Visuals | #44 | 2.414 | 2.600 |
Overall | #45 | 2.006 | 2.160 |
Use of Theme | #46 | 1.857 | 2.000 |
Story / Writing | #49 | 1.151 | 1.240 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
QuadrupleABattery
Streaming Permission
Yes
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Comments
The lasers seemed a bit unfair to dodge (especially from offscreen), but it feels like a well-rounded entry overall. I also like the flavoring of health as a pain threshold.
A bit of a mess...
- items numbers don't reset when starting game, and the items... I'm not sure what they do
- It's not clear what's the requirements for shooting Subshot and Spellcard
- Spellcard (or "secondary secondary shot" as you call it) has bullets that get visually stuck when they hit something.
- Rabbits can shoot from offscreen. That wouldn't be bad if the camera could move along with Mokou
- Lasers, they box you in for so damn long, and have no warning. And yes as expected they're instantaneous and rip Mokou's pain tolerance into shreds
Game overall looks like it could be decent if it was more polished.
I'm not sure if not reseting score and items is mistake or immortality
Interesting concept you've got here. Some of the stages you can play in are pretty unfair as the enemies can shoot you but you can't reach them, and the lasers linger for a bit too long. You're doing great, keep it up!
I feel like that's pretty decent for how little Unity experience you had.