Wonderful idea for a short game jam like this. The visuals are great, and the addition of the regenerating health makes the game much less trivial. You should be proud.
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Honor Deathblow's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #2 | 4.538 | 4.538 |
Overall | #3 | 3.985 | 3.985 |
How well does the game fit the themes? | #4 | 4.154 | 4.154 |
Audio | #5 | 3.923 | 3.923 |
How much do you enjoy the game overall? | #6 | 3.769 | 3.769 |
Gameplay | #8 | 3.538 | 3.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
5h
Comments
Great aesthetic choices! The concept is super simple at its core but it works really well. Good job!
Loved the visuals and gameplay mechanics! It's a very basic concept and it works well! Good job!
This game was amazing! Loved the concept of using your instinct to defeat enemies. It fit the theme perfectly. Really fun game :)
Interesting mechanic and good interpretation of the jam. I loved the art in this, the variety of characters is not what I would expect in such a limited time jam, especially with how cohesive and clean everything looks. Great job!
P.S. I have a similar mechanic in my game but totally independently! It's interesting the different directions we took it, I hope maybe you can take a look.
The game mechanic is really cool! It is not that easy to trust the instinct :)
The idea behind this game is very unique. It's amazing and creative. Good job!
5 Hours??? For a simple yet super polished game?! And the ART, man, was it good. This was my reaction just after 10 minutes of the game. I do believe that even if this game is outside of the 3-hour limit, this should still be a contender for the winning game. This game utilized its simplicity for fast prototyping and development, so it had time to polish everything. It doesn't have any industry-breaking mechanics, or some mind-boggling surprises, but what it does have is a good implementation and conceptualization. The music, art, and mechanics both worked well for such a simple time. Dev has done an amazing job with the entry. Thank you for listening to my TEDTalk :D
Thank you very much. Yeah, it was 5 hours, but without having in count the HOURS I spent looking out for assets and stock images for all the screens, the time I spent in CANVA prototyping the UI; and the time I spent making builds (5 builds until it worked on WEB). The rest of the time was a speedrun of canvas animations and a super simple code that worked for all the levels. Only having to change the opponent sprite and the parameters.
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