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SamurA.I's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
On Topic | #62 | 4.156 | 4.156 |
WOWIE! | #88 | 3.711 | 3.711 |
Creativity | #133 | 3.867 | 3.867 |
Fun | #150 | 3.600 | 3.600 |
Sound | #151 | 3.444 | 3.444 |
Visuals | #156 | 3.889 | 3.889 |
Simplicity | #412 | 3.511 | 3.511 |
Ranked from 45 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
All music is done by us.
Credits
The people mentioned in the game's description, collectively "Baker's Dozen".
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Comments
This feels like it could be a full game on steam with a bit more gameplay and some polish!!! The dialogs are absolutely brilliant, I love the mention of jolly cooperation and the dynamics of the two characters. Also Samirai lol
Amazing! 10/10
Love the graphics and the dialog system!! Looks very professional
I love this! The art, the dialogue between the funny SAM and Mirai is amazing, and dashing visuals- this is overall creative, fun, easy to learn and play, and a great concept! Top 3 games this jam I would say!
One tiny thing- the crossover dash mechanic doesn't feel worth it- if it was more powerful then it would truly encourage collaborating with SAM, but instead I found that doing stuff yourself was better off. Still an awesome game though!
Really, really well done :D
Fun little game! Enjoyed the story and characters. Feel the could've been just a littttle more juice but good experience overall! (also solid song)
Yeah, we were planning on implementing a few more things, it just fell through when we were building and hitting errors too close to the end of entry time. Thank you for playing and the kind review, though!
nice game
liked the character drawing
Glad you liked the character art! Thank you for playing and reviewing!
Loved this! Loved the narrative bits (and the news reel with all you guys' names in there!) and the music.
The aesthetic of the combo slash is very epic, and very satisfying to do. The non-combo one is notably less satisfying, and even a bit difficult to use; one -- it's not immediately obvious whether I've damaged the enemies when I hit them, and two -- something about moving to the mouse cursor made it difficult for me to keep track of where Mirai was after the dash, so I'd often run into enemies thereafter. A little bit of a pause, like the combo attack has, would have been very welcome there, and added to the feeling that this is an attack, not just a dash.
But other than that, all I can say is nice job! Enjoyed this one a lot.
Thank you! We could have definitely polished the normal dash attack more to make sure the player is aware where they are landing, but it being less satisfying and more difficult is sort of intentional. We wanted to create the normal dash attack to be less rewarding than the combo so that the player is always wanting to do the combo, but still have it damage by itself in case they were bad at timing or just wanted to challenge themselves to not combo. Can't wait to see a no-combo run or pacifist run of our game haha.
The game is fun and beautiful with an interesting mechanic but the player is really hard to see and the same for the robot shot, with that improve, this game is almorst perfect.
Almost perfect? Those are some very kind words! And yeah, color, size and visibility was a thing we changed a few times in development. If we had more time, we could have polished it even further, so we'll make sure to do that with future changes! Thank you for the review!
Really fun game and perfectly on topic! Just struggled a bit timing the dash with the AI
Thank you for the praise and taking the time to review!
Nice game that really fits the theme ! I like the idea of gameplay. Characters and dialogs are nice too. To enhance this game, I'd say the lisibility is not optimal : it's hard to see quickly where you character is and where the AI line is. Also, even if the mechanic is easy to understand, like other people here I also didn't get it at first. I guess you should explain it on a simple and explicit way, may be with a very quick training phase. Currently it feels lost within the controls explanation.
Yeah, we had planned to have an intro scene that took control of SAM and some enemies to show you how to do the main mechanic in an almost cutscene-ish way so the players could learn by doing instead of reading it, but we had to cut it for lack of time. If we continue development, that is one of the main things we'd hope to include!
I didn't get it at first, but then I got it... FUN GAME! (and using one controller to walk and the other hand for the attacks is awesome)
I'm glad you liked the split up and simple controls! Thank you for playing and reviewing!
This is probably one of my favorites for this jam! The mechanic was fun and death does not punish you hard. The characters were really intriguing and fleshed out, and their small interactions here and there were really fun. I love the aesthetic of the game so good job on this one!
Though my favorite thing is reading the news at the main menu XD
So glad you enjoyed everything! The fact that you say it's one of your favorites really made my day. And yeah, I spent way too long writing that little easter egg for each of the devs haha.
Wow, love the character art! And their personalities, definitely felt like a collaboration, even if unwilling on Mirai’s part. The slash is pretty satisfying when it happens, but it took me a bit to figure out how to make it to damage, and it was unclear if I could even do damage alone at first. Once I figured it out, it seemed like I should always wait for SAM, since my own slash could only recharge at that same rate anyways. Plus with infinite range it was a no brainer to always double slash. Nice choice of music, and I like the bits of dialogue between fights, together they set the pace perfectly.
Thanks for the detailed feedback! And yeah, we definitely wanted to encourage players to do the SAM combo attack but give an option to deal damage solo or even let SAM do all the work haha. I'm also glad you liked the art and personalities!
The game was really fun! The only thing I'd really suggest is to communicate the hitboxes of the attacks a little clearer as it can be hard to tell what's happening. But other than that, the game was awesome. I especially like how instead of dying, you just get some dialogue.
I'm glad you liked it! And yeah, feedback on hit/getting hit is definitely some polish we want to add later on!
The "Config" button doesn't work.
That's the summation of everything I find wrong about this game. The art style, the VFX, the music and especially the gameplay left me extremelly satisfied at the end. The health system in particular is very creative.
Great job! Now I'm gonna eat some Mangoman'Os (the original cereal).
Yeah, we couldn't implement the configurations menu in a stable way before the jam time expired, sorry. ;-;
Also be aware of the hazardous effects on your health that MangoMan'Os has on your health!!! Try only to eat it once a day.
Great game !
Glad you enjoyed! Thanks for the review!
Thanks for playing! Yeh, we had hoped to get some clearer feedback for hitting the enemies (who don't die in one hit unless you combo with SAM for the explosion) but didn't quite get there unfortunately.
very cool game, i love the art btw
Thank you for reviewing the game and I'm glad you enjoyed it! :)
Cool game! The controls feel very polished and fun! The name is very clever lol
I'm glad you think it was fun! That was the one main thing we tried to design a unique mechanic around, something that people would want to keep doing over and over and would feel satisfying. And the name kinda fell into place really well after we got the concept haha
Tried the game and it’s really fun :) Can you try and rate my game pls :)
Really fun game!! I'm not great at these kinds of games, but I got better and started using the combo more, making it really rewarding. Great dialogue too - "Wake the f*** up" made me genuinely laugh out loud!
I'm so glad you played enough to improve!!! And yeah, as soon as we said that could be one of the possibilities of a death quote from SAM as a joke, we knew we HAD to put it in.