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Vitriol Statue (Vanlen 3)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Best jam game | #1 | 4.000 | 4.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Artstyle is really good, solid work. Music has highlights but overall has very uneven quality. I cannot say much about the story, I guess I need to play part one and two first.
Lack of collision with enemies in combat is a problem, as is the lack of feedback when an enemy gets hit. I am not sure how important the combat is to the overall story you want to craft however, this seems to be something more narrative-driven and episodic.
Thank you for playing. I'm not a musician by any means so the uneven quality is to be expected, I can only spend about 4 hours on a song in FL Studio's trial before I risk my computer getting a blue screen. One and two are very important to the story, and honestly I'm most proud of the villain in two.
The collision thing was me trying to give certain states to where the boss can be hit so the battles don't end within a few seconds, but next time I'll probably just quadruple the health points of each boss so they can be attacked whenever on screen. Will also probably shorten the time bosses have invincibility frames (without delay the boss will die instantly whenever Vanlen slashes). I do want to focus on the narrative, but I also want the boss battles to be enjoyable.
I am going to give Vanlen 1 a shot tonight, honestly I am not sure your style of writing is for me, but I want to give it an honest shot and see if I can get sucked in.
Concerning the feedback and the enemies I think giving them more health might be a mistake. What I meant by feedback is that there should be a stronger reaction when an enemy gets hit, does not have to be fully animated stuff. You could try flashing them with a different color and just moving them back slightly, something that gives a stronger visual indication that your attacks are connecting. Collision-wise just making cool alien girl not be able to pass through enemies or stand on top of them would do a lot, but you would probably have to test it out first.
Your character designs are great btw.
It's totally fine if it's not for you, but I am glad you still want to play my games.
There were plans to flash them a different color, but I only ended up doing that for Namo (I forgot about it and it was really annoying to do in the way I decided to do it). I'll keep that in mind for the next action game I make. I'll see what I can do about collision, the way I made the battle system is just a little bit janky so I'm not sure I could do that without a bunch of bugs popping up, but it's been 3 years and I learned a lot more about the engine, I can overhaul it.
Thank you about the character designs.
Looking forward to playing this, the art is gorgeous.