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Search For The Wata-Medals's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #9 | 4.000 | 4.000 |
| References / Humor | #10 | 4.107 | 4.107 |
| Overall | #15 | 3.771 | 3.771 |
| Gameplay | #21 | 3.536 | 3.536 |
| Theme | #23 | 3.643 | 3.643 |
| Ambience | #31 | 3.571 | 3.571 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This game has a really cool idea, I liked the idea of having to control multiple characters and balancing them out to complete the task. The low poly style was really nice, very cute-looking game.
Once Fubuki joined though, I didn’t have the mental capacity to keep up with it. I was running all three control schemes at first because I didn’t understand how to use commands and assumed you were supposed to use all three. When I realized how it did, it still felt really hard to keep up with the direction I was sending Fubuki in. I might have missed something on how best to do it, but I only made it to the fourth stage with those three.
Great work! I’ll see if I can give it another try later.
Thanks for playing~ You were really close to unlocking Polka. I would use the Command system to Fubuki to follow another holomem by hovering over Watame or Flare and pressing Fubuki's key. This will make it easier as you'll only be controlling 2 groups instead of 3.
I didn’t understand the Command system at first, but after seeing you explain it and trying it again, I get it now, so I will give it a try again in the future. Thank you!
Oh man my brain broke with this one. It's like a single-taskers nightmare (but in a good way!) This definitely feels like one of those games that ask for RTA mastery. The low poly style and dialogue are the cherry on top.
Thanks for playing~ I'm glad you enjoyed the models and dialogue. I'll try and tone down the complexity next time~
Incredible game! SOOO CUTE!!! Beautiful artstyle with nice distinct colors on everything! All the models are amazing, especially fubuki with her tail! Lovely story and dialogues!! Very funny and sweet too!
Love the portrait choices for the UI haha. And the missing cutscenes bit. Even the character models changed after the epic 3 hour long adventure. Amazing details everywhere!
Level design is on point. Every room feels different with some kind of gimmick or references, like the many takodachis room for Flare. Also, wonder what kronii and shiori were fighting for lmao.
Love how truly simple the gameplay loop is but combine that with 4 different characters to control and a time limit and this becomes a hectic adrenaline-fueled rush from start to finish! Very fun action puzzle game! Absolute genius!!!
Thanks for playing until the end~ I kept going back to the models, thinking if I had done enough. I'm glad to have put in the extra effort.
well done. The game is a bit too hectic for me due to the time limit.
Thanks for playing. I hope to make an easier game next time.
I enjoyed the low-poly models and the character writing. This game also taught me that man was not meant to control four people at the same time. Nevertheless, I had fun!
Thanks for playing~ A common strategy I used was to only control 2 of them and using the Command to get the remaining two to follow them.
Truly a test of splitting my my senses! Very cute model style and I love the little referencing you put in each rooms!
Gameplay is quite hectic when you start having 4 character but I think its the charm of it, good job!
Thanks for playing~ My strategy was to use WASD and Mouse, having the remaining holomem follow so that I would be controlling 2 groups instead of all 4 at once.
Love how the game looks, using chess piece with their hallmark features as their character models works so well here!
Controls are a little hectic, but I think that is part of the game's charm, though I do wish I am not wrestling against the control and time limit at the same time. I think I'd enjoy this game way more if it was obstacles based and not time limit, but that would go against the theme lol.
Great job overall! Thanks for making this!
Thanks for playing, I'm glad that you liked the models~ I was inspired by the cylinder robots from REPO as I can't 3D model.
Very interesting and fun! The gameplay felt very dondori (pikmin) esque; I love pikmin so I enjoyed this game quite a bit despite the multitasking taking some getting used to. The models for Bakatare Circus are cute too! Good stuff!!
Thanks for playing~ I had fun making the models since I'm a programmer.
Very cute game! It was an interesting challenge to control so many characters at once.
Thanks for playing, I hope you enjoyed it. It was a concept that I wanted to try for a while.
Sorry, couldn't finish it.
I did like the dual gameplay but I wasn't able to master it. Got stuck on the "pebble" stage (4th stage?).
Graphics and script were quite good, and the gameplay shows a lot of promise.
I think you are onto something amazing ^_^
Thanks for playing! The pebbles have a lot of HP and the correct method would be to have Watame pick up the Wata-Hammer which instantly pulverise everything.
I like the concept of the game. Multitasking to clear a level in time is a great idea!
I have to say the dual character controls fried my brain after a couple of levels.
I probably made the game more difficult for myself by setting controls to WASD and arrow keys. I think I should've gone the WASD plus mouse route instead. XD
I kept confusing the exit point with the coin delivery spots and lost at least 3 times due to this costing me valuable seconds. I gave up after the 4th time. I think I made it to level 4 or 5 (one with two coin drop zones). Never got Polka to join the crew.
The 3D models are well done and the overall level design felt good.
Some improvement suggestions:
- I would enjoy the game more failing a level only reset the current level and not all the way to the start. Maybe a "casual" difficulty toggle would help.
- The camera sometimes lost track of the characters if they were too far apart. May need some tuning.
- I think having the camera pan over the entire level before it starts to give the player a sense of direction and plan their route would help.
Good game!
Thanks for playing~ There is a checkpoint right after the house that you were stuck at. I will keep your suggestions in mind.
My head hurts...
A great Dandori game, I really like how you introduced things slowly and wove the explanations into the story. It all felt very smooth, I had a lot of fun!
I will say, for a game jam it's worthwhile to keep things easier, or having some difficulty options to let people pass even if they get confused or aren't good at the game type.
Thanks for playing, I hope your brain didn't turn into swiss cheese.
I didn't expect players to struggle this much with the gameplay. I will keep it in mind for future game jams.
Unfortunately I didn't have the mental fortitude to make it through the gauntlet after you get Fubuki, but I like the concept of needing to control multiple characters at a time, I just couldn't keep up with it
But from what I was able to complete, I think you did a great job of taking a simple concept and building it in a way to make it difficult, and I really like the assets, from the Bakatare models to the items all being inspired by various members.
I don't think I have it in me to will my brain to function at a high enough level to complete the game, but great work, all things considered!
Thanks for playing! A common strategy that I used was to put Fubuki on WASD and have Flare follow her, so I would be controlling 2 groups instead of 3 or more.
It’s a fun game. I really liked how you progress using various controls and how each character can be specialized through items—it was very appealing. Keeping track of how to move each character was a bit mentally overwhelming, but finally managing to clear it felt really satisfying. At first, I was a little confused because I didn’t realize you had to drag to move the characters. Still, I enjoyed playing it.
Thanks for playing and finishing the game~ I'm glad you enjoyed it.
I think I added too many controls. Its intended design was to allow players to customise their controls for their preferred playstyle, not to turn players into an octopus.
A creative idea and kind of mind bending with having to control multiple characters with different input. In a way, it reminds me of the WiiU Nintendoland game where you control two guards with the two sticks separately. I went through it decently quickly and the feedback I would have is there's no need for a 3rd input as unless the plan is local co-op, you don't have enough hands to do everything at once. The character select and action with the hotkeys reminds me a lot of RTS games, which makes me wonder if it would play better that way. The follow command is smart to ease the control confusion, but at the same time, since they have collision and the follow is really copying the player input, it led to a few situations where they blocked each other. I think this idea would be pretty fun as a couch co-op where up to 4 people control a character since you have that setup already.
Thanks for playing~ I really wanted to design a game with control over multi-characters which is why there are so many control schemes lol. I didnt want to do purely RTS because I want to preserve some control over a character. I will do my best and refine it for next time :)
Thought I left a comment here but maybe it just got deleted?
1. New characters doesn't automatically follow you and if you lose once they don't follow you anymore. I bet there's a way to make them follow you but it's not written in the description.
2. maybe making it more of a left click game like a moba or rts
> and selecting the characters with 1-4 keys was great
1 hour of playtime so far tho and I haven't finished it. it's a great game but my hands sometimes couldn't follow what my brain wanted my hands to do
Thanks for playing. Fubuki explains the command mechanic after she is unlocked but it would have been better to have it written down somewhere. You can make them follow by hovering the mouse cursor over another member and pressing their corresponding key.
For example, you can hover over Watame and press the '1' key to get Fubuki to follow. This only works if no control scheme was assigned to Fubuki.
3 hours of gameplay and boss fights. Peak.
I like the sheer silliness of this one. Also I think this is the first one I've played this jam where I didn't feel like anything was missing or too jank to be fun. (assuming the timeskips were always intended to be missing the images)
Thanks for playing. The timeskips were intended as it wasn't feasible and played into the deadline them of the jam.
That was very cool gameplay wise, I also like the story (dialogues were funny). The characters were little difficult to differentiate from the silhouette but the tails and such helped.
Thanks for playing! I'm not good with art so I used simple shapes but I'm glad that you could tell them apart.
Holy moly, this really challenged my ambidextrous capabilities. I had a good amount of fun with this one! I would definitely understand if this sort of game be difficult for a majority of people to play, but I thought it was super innovative.
Thanks for playing~ I designed the levels to get players acclimated to splitting their minds in two.