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R.I.P. and Tear's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #325 | 3.429 | 3.429 |
| Creativity | #353 | 3.524 | 3.524 |
| Enjoyment | #475 | 3.048 | 3.048 |
| Overall | #561 | 2.952 | 2.952 |
| Visuals | #665 | 2.714 | 2.714 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It was a nice experience! I liked how both characters had a different playstyle, and the enemies were varied enough to make interesting combat encounters!
Nice idea for the game, I like how they both have their own skill sets, would be nice to get a dash dodge action so you can avoid enemies a bit easier. Another thing would be to definitely make the dialogue skipable if you die in one shot, made it frustrating to restart the level as the characters would talk for too long. look at how hotline miami does it, really really fast restarts, makes these types of games very nice. Great work other than that!
Hi, thanks for playing!
Funny thing that there is actually a dodge on LShift in ghost form. It's just that the tutorial about it broke for some reason and now the dodge in this game is one of the biggest secrets of the world on par with some SCP objects.
Whilst i enjoyed the concept, the game lacked a means of dodging and blocking - this made levels unbeatable due to the level being swarmed with bullets. I think if given more time you could have made this less irritating to play and maybe gave the more unique attacks rather than slashing and shooting. As a start it looks okay though I felt you could have added more textures, I did not like the chess board tiles it made everything look so busy to look at. I think this comes down to a lack of time, but then again, I don't think a block or a dodge would be too hard to program especially if its a bullet hell style game.
Hi, thanks for playing!
The thing is THERE IS A DODGE, BUT FOR SOME REASON THE DIALOG IN TUTORIAL ABOUT IT STOPPED WORKING. I don't know why. It's very strange. But that doesn't excuse the fact that we forgot to make an indicator on screen that there is an LShift button and you can press it.
Here is a proof that there is a dialog box after changing forms the first time. I hope we will find the reason for this bug...
I absolutely adore both of the characters appearances, and I love their differing abilities! I like the large sweeping AOE slash on the first girl, and the ranged dual pistols on the second. The first two levels are the perfect amount of difficulty for learning the game, though I might say the third is a tad bit too difficult, haha. I couldn't beat it, but I could tell that the point was for you to die on purpose to use the ranged weapon. I think this could be improved by making it so you can see the enemies on that stage from the center platform. I was kinda just shooting blindly and hoping it would hit, but they never did.
Also, the first person perspective when you die is really cool, though a little disorienting. Perhaps a little pause when zooming back out before resuming gameplay would help recenter the player. But I really enjoyed seeing from the 2D character's perspective, that's super cool and unique!
Spectacular job on this, I really liked it, and it's one of the highest ratings I've given this jam! I hope you continue to work on this game post jam, or any games really, as I'm very excited to see more from you in the future. Amazing work! <3
Thanks for playing!
The difficulty of second level is a bit too much, I agree. Balancing is tough 😅. But yeah we wanted to change the camera somehow (FOV or position) for you too see more on that level and just didn't manage to do it in time. A simple change, but it would have definitely improved the game and now I regret not doing it...
Disorientation is valid too. There are definitely ways to improve the unexpected third person shooter mode. Like adding the timer to make it more readable when it ends. Maybe slowing time a little bit more.
Hi! Odd here, thank you for hanging out with me on steram ^^ I like the way you implemented the theme, where you can earn a second life through battling as a spirit :D Here were the talking points during stream ^^
1- Skip tutorial probably needed haha XD
2- Dialogue UI more central
3- I still have 0 idea how I bugged your game where I was XD
4 - Maybe an easier way to ease in and out of the perspective when you get into focus-mode. (that or freeze projectiles until you are fully in control) this way the down doesn't become up in the middle of battle :)
That's all I have though, congrats on your submission ! This was great and I hope to see more from you :))
Thank you for playing and sorry for the bugs!
I would say that Tutorial skip is kinda implemented by the Level Choice menu, so during development we were like "That's probably enough..."The dialog system will be probably reworked completely in the future, if we continue working on the project.
Also, you were the first person to actually comment on the Rickroll :D
Love the use of the theme, changing up your skillset/abilities upon death. I definitely had a skill issue in the second level (where you run down a corridor while trying to dodge shots), but that's a me thing xD The after death shooting is great too! Good job!
Scythes and guns?? This game ruless. It looks really cool and I had fun! Amazing job!!
I love the simple graphics and the use of text for sounds and 'blood' etc. is really clever.
Someone else mentioned about the text boxes which I'd have to agree. If the game pauses to show them, it might be better to display them in more of a visual novel fashion? like center bottom of the screen, to be clicked through. I think it would match the style of the game as well.
I got to a room with a lot of people and got zoomed into first person which totally threw me off, and i was not quite sure what to do... needless to say when i died it absolutely WAS a skill issue LOL
this is a neat concept and I think it has some wonderful stylistic choices, very strong premise. Cant say ive seen anything like it
Thanks for playing and thanks for kind words!
Yeah I agree with you, I'd love to add visual novel-like dialogs. It just never crossed my mind that I can just... scale the current sprite and use it like a full-on visual novel art, so it sadly was never on the table during development.
sorry for the "skill issue", I just really wanted to put some trolling into this game, which is how the loss message and the final screen appeared
i hope after than jam you guys can come back to this and continue working on it cuz this has real potential!
Thanks for playing! I too hope that this is not the end of this project because it was very fun to work on. And I still want to add some sound...
i hope after than jam you guys can come back to this and continue working on it cuz this has real potential!
That's tough! Cool entry. Definitely enjoyed using the scythe. It just had great feel. Good job!
As the person responsible for this animation, I am very pleased
Haha, i got bodied the second I got into the room with the boss fight.
Thanks for playing! Although, there are no boss fights in Ba Sing Se.At least we never made one intentionally :D
Although I think sound would of made this game 3x better it was really fun to play. I loved the words that popped up they felt super satisfying. The art and design is simple but the game works great with it. I do wish the text boxes where more centered as I completely missed them for like a solid minute. Overall a very solid game and ya'll should be very proud. Really cool!!
Thanks for playing! The text boxes problem is real. I thought about adding animation for them to pop off, but couldn't make it work in the last hour. The problem is that originally the game didn't pause during dialog, so I made it look non-intrusive. This changed and now the design is questionable.
That scythe animation is so satisfying!
Gameplay is super solid, Despite no music, the little words that showed up kind of made it for it a little, very smart and intuitive to add when you can't add audio!
This definitely has potential, I'd like to see maybe some variation in the combat styles, like maybe as a ghost you can gain like an invincibility power up since you are a ghost.
But cool stuff nonetheless! Great job!
Thanks for playing!
Ghost actually gets some invincibility during dash and for some reason now he can levitate over the lower level of terrain on the Second Level. We didn't plan for it as it was initially a bug, not a feature, so it was never told to a player during a tutorial. But as we got feedback everybody said that this was better for the game, we just had no opportunity to actually present it, so it's kinda obscure...
My favourite features are unintended bugs that the players love!
I wish it had music and or sounds, I didn't hear anything but cool idea! may you check out mine too?
Me too... We really wanted to have them, but our inexperience meant that we didn't know how to deal with the scope and we just never managed to start working on the sound effects or music.
Thanks for playing!
No problem! But pretty good so far with inexperience
Very cool and fun game. Especially when it's your first! Definatly gave it a rate.
Feel free to take a look at mine aswell!
my first game btw