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Remilia's Ultimate Possession Funtime Frazzle Extravaganza's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of Theme | #12 | 3.473 | 3.897 |
Concept | #15 | 3.811 | 4.276 |
Challenge (Tough but Fair) | #25 | 2.428 | 2.724 |
Overall | #29 | 2.490 | 2.793 |
Gameplay | #29 | 2.551 | 2.862 |
Story/Writing | #31 | 1.383 | 1.552 |
Presentation | #31 | 2.336 | 2.621 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Number 1 in "Games I wish the dev had more time to make".
So the game's unfinished in its presentation, obviously, and I really really dang wish you'd added in a global restart key. But besides all that, I really really enjoyed getting a slow grasp on a unique gameplay loop, and slowly learning the permutations of what you can do with it and what's bad or good to do.
So besides the obvious fact that there wasn't time to finish it or make any sort of tutorial-like feature for the mechanics, one thing I think could make the possession mechanic more robust is to have it be more proactive, like you can only possess dead bodies that you've killed with some kind of offensive attack (and only once). So not only would the bodies have to be earned instead of gotten by taking bullets to the face, but you'd also be able to solve puzzles like the bullet curtains by throwing bodies across danger and then intentionally dying to revive where the body landed. I do, however, mostly like the current solution to the bullet curtain thing, but with a big asterisk. Besides the fact that it's never hinted at (lack of time, I get it) the fact that it's the same input as the movement makes it waaaay too inconsistent. You could solve this by having the bodies idly block bullets all the time, but the more I think about it I realize that that kind of trivializes it into just a simple puzzle, which I think this game is trying to be more than. So it'd also be interesting to see something that improves the execution difficulty for that (mouse controls + WASD perhaps?).
Oh yeah and despite the lack of any real tutorial I do like how the pentagram mechanic isn't explained. It was just the right balance, where your curiosity making you toss a body on it and then having it click when you find out what the benefits are, especially since it's just a boon and not a mandatory puzzle mechanic. Honestly I think besides not teaching that you need to possess people after you die and the fact that thrown bodies eat the curtain bullets being a bit obtuse (it just needed some stronger hinting somehow), the level design was really stellar with how you learn mechanics and use them to assess each new obstacle setup. With a little more content and maybe multiple levels with some permanent checkpoints, I think this one can really shine.
That comment ran on for a while. Good game!
The game freezes after completing level 1, is it supposed to be like that?
UPD: wait i actually just had to click the fairies
You had a really cool idea going! Just a real shame you didn't have time to work.
I'll see you next jam!
Ahh, the game jam page doesn't display the description, so here's a copy and paste of it
CONTROLS [vry imprtnt, because I was too lazy to put this in the actual game]
move: arrow keys
pick up a dead body: Z
choose a new vessel to possess: idk just click on them when they're dead
...
super speed boost: run straight into one of the right wall tiles and you'll slide over real fast, and I'm gonna pretend that this is an actual feature and not just a bug that's caused by my code actually being made out of spaghetti.
ps those spinning pentagram thingies might be kinda important, just a thought.