Simple idea but very well executed. The screen zooming is annoying so please add a button to disable that. I missed music and the black background is a bit dull.
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PPKO's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #166 | 2.880 | 2.880 |
| Overall | #258 | 2.720 | 2.720 |
| Innovation | #281 | 2.440 | 2.440 |
| Audio | #336 | 2.320 | 2.320 |
| Theme interpretation | #412 | 2.040 | 2.040 |
| Graphics | #423 | 2.040 | 2.040 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/AtomicShr00m/PPKO
Game description
A fist vs bullet boss rush
Theme interpretation
Bosses fire increasing waves of bullets
Comments
i like this gameplay, and only the movement keys are needed to play. Simple yet effective.
I think you struck a good balance here between keeping things interesting and keeping things simple. I like the concept of a bullet-hell boss-rush with a melee-only character (does this exist already? I'm also really bad at bullet-hell games so I wouldn't know anyway haha). The different colors associated with different boss mechanics were also a nice touch - gave it some much-needed variety. Overall, nice work!
I kind of like it! The core loop is satisfying and it has similar vibe to playing fighting games. There is nice amount of variety in enemies. The first one felt dull but then it got a lot more interesting.
For some reason, I triggered the dash constantly accidentally. The time allowed between directional presses to dash is probably a bit too long - at least for my taste. There is also sometimes something weird about controls. It also could be the camera but I really cannot pinpoint what it is.
But overall, a solid little game!
The gameplay is great, but I think it would be even better if WASD controls were available, as using the arrow keys on the numeric keypad isn't very comfortable.
Also, I think removing player inertia would be a good idea, it would give me a stronger sense of control.
Overall, well done!
Really fun concept, asymmetric stuff like this is really cool. I liked the risk reward of dodging in for a hit and dodging out. Takes a little too much precision and speed and is a little too repetitious right now. The hits are nice meaty the sound while a little sparse hits just right. I like the idea of enemies each causing different movement break downs or losing an ability that's unique. I think this would have been best with a controller of some kind. It's pretty hard I never made it past the third fight and felt I had to be a dodge expert if I wanted to go further. It's got a lot of polish and it's a neat core idea.
The bumper car concept is great, but the controls are too confusing for me; I have a hard time dodging attacks on the first try.
Controls where a little strange, and I didn't manage to get very far, but I see the concept and theme in there.
WASD didn't work for movement the arrow keys did though.
I liked the knock back, when you get hit.


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