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A jam submission

Holly's Splendid Sugar Rush RallyView game page

Submitted by MIN, Hypercandychan (@HyperCandyChan) — 2 hours, 59 minutes before the deadline
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Holly's Splendid Sugar Rush Rally's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#483.8983.898
Visuals#524.4344.434
Gameplay#643.7963.796
Overall#823.7983.798
Enjoyment#893.8883.888
Theme#2663.6433.643
Innovation#4243.1333.133

Ranked from 196 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
The game takes place in a candy society, an unusual setting where the player, enemies, and bosses are all sugar-themed characters. The entire world is built around this idea, so every encounter fits the theme. We wanted to contrast something sweet and colorful with fast, challenging combat. It’s cute on the surface, but the fights are no joke.

What code and assets did you not make from scratch during the jam (if any)?
Most of the music was composed by our team’s composer. Due to time constraints, a small portion of the background music was sourced externally. Most sound effects (combat hits, UI sounds, etc.) were also sourced externally and lightly edited in Audacity. All gameplay code, mechanics, sprites, animations, and boss systems were created from scratch and are designed to be reusable.

How many people worked on the game?
3

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Comments

Viewing comments 100 to 81 of 144 · Next page · Previous page · First page · Last page
Submitted(+2)

Everything was great. Only thing i would change are the controls on keyboard. Really cute visuals! Well done.

Developer(+1)

Thanks for playing!

Just in case you missed it, the keyboard controls can be fully customized in the Options menu from the main menu. Feel free to adjust them to suit your preference. Thanks again!

Submitted(+1)

Ahh okay thanks! Didn't notice.

Submitted(+2)

Wow, everything is really well put together! It was super fun, the designs were intuitive, and everything was really polished! And on top having 2 bosses for a game jam game is incredible. Really enjoyable!

Submitted(+2)

Dude I really loved this game. I loved the artstyle, it was so cute and well drawn. Combat and gameplay all feels solid. This game is a 10/10 from me

Submitted(+2)

Amazing! I really like the art style! and the boss design feels really solid too!

My only feedback would just about the controls: which feel a little slow/heavy. The animations look great, but if the movement/response speed were a bit faster, it might feel even better!

Also, it’s Incredible seeing how much you made in such a short time. Great work!

Submitted(+1)

Sweet game! loved the overly cute and sweet theme. the worldbuilding posters were also fun to look at. Controls were not that responsive and really could use some more work. That being said it is still enjoyable!

Developer(+1)

Thanks for playing, I really appreciate the feedback.

I was a bit surprised to hear that the controls felt unresponsive, since I implemented input buffering for jump (including hold for height control), attack, and dash, along with coyote time to make movement more forgiving. If you don’t mind sharing more details, I’d love to understand what specifically felt off.

Was it the melee attack recovery, the overall movement speed, or possibly the default key layout (which is fully customizable in the settings)? I’d really appreciate any detail so I can keep it in mind for future improvements. Thanks again!

Submitted(+1)

This game is honesty amazing. The tutorial, animations, sound effects, colors, death animations. Everything is so responsive!
My only frustration is that the controls are a little janky. I think a better control set would be something silimar to hollow knight where the dash and jump are maps to X and C, and the super can be something like A.

Developer(+1)

Thanks for playing! 

Btw, you can change the control keys in the Options from the main menu.

Submitted(+1)

Oh that makes it much better, thanks XD

Submitted(+2)

Wow, this is incredible. I can easily tell just how much work went into getting this game to feel as great as it does; the visuals, music, level design, everything is so well done! I love the "super cutesy" with dark undertones theme this game has going on (also sidenote but it made me die laughing when i realized the death animation is just peter griffin falling down the stairs lmfao). The tutorial is very easy to follow and the character animations are just an absolute gem; love how each enemy has a unique hurt/death animation (reminds me of castle crashers/newgrounds style flash anims. love it). Also, the amount of enemies and platforming mechanics.. and TWO bosses? my god man. It's incredible you guys got all this done in one week!


Super nitpicky, but one point of feedback I have is that some of the visuals are clearly blurry. I think this is caused by Godot's default linear filtering - a couple of the art assets (mainly UI, by the looks of it?) look "unfocused/low-res"- I think this would be easily fixed by swapping the texture filtering to "nearest" for those nodes.

The last thing I'll mention is that there seems to be some problems with character/bg jitter / blur when the camera is moving on monitors with high refresh rates. We ran into this exact same issue with our game; it's not that noticeable but I would suggest playing around with Godot's physics interpolation setting to see if this fixes it for you!

Submitted(+2)

Amazing game 

Submitted(+2)

This is crazy, I loved this game. Also, this is the best case of tutorials and hints I've ever seen in a game of this genre. I'd like to know more about the developing process.

Developer(+1)

Thank you very much for playing!

For the coding side, the player and more complex enemy bots were built using a finite state machine to handle different behaviors and transitions cleanly. Simpler enemies were more hard-coded since they didn’t require as much complexity.

As for the visuals and animation side, I’ve shared a bit more detail in some of my replies to other comments here if you’re interested in checking those out!

Submitted(+2)

Really nice game, great work!

It feels very polished, with a solid amount of content.
The gameplay feedback is satisfying too.
Well done!

Submitted(+2)

So kawaii and great game!

I could tell you guys put a lot of effort into the detailed artwork and different types of enemies too. Well done for a one-week jam!

As for feedback, I noticed in the 2nd stage that when I fell from "moving yellow monster with the platform on its head" while touching the wall, it seems like the respawn point was saved at that wall, and I kept falling from there.

I was able to restart from the mid-point save so it wasn’t a big issue though.

Submitted(+2)

the fact that the player has to go through the strange places and enemies and bosses just to find out who stole their tv - that is strange. the art style and sfx is aesthetic. the music fits the bosses and the levels very well. it took me about ~15mins to beat the game in its current stage as the bosses are both unpredictable and challenging (for me its not an issue but for some it probably would be). overall, job well done!

(+2)

A really enjoyable game! It is honestly impressive to have this level of polish in a single week, it certainly is inspirational. For the game itself i really like the art style and the presentation, my favorite thing being the cut in while doing the special move, very satisfying all around! Going around eating cretures never felt this good since Kirby (?). The audio was awesome and the fact that you have a dedicated composer really shows! Very charming!

As far as the gamplay goes, traversing the level was fun, maybe a little too easy for my taste after a while but i understand that maybe these would be the first levels so it's acceptable. I would say that for the platforming section to be even more interesting there's a need for more complex enemies or situation to make you sweat! The combat itself has a very nice feel but my favorite thing all round was the possibility of attacking mid air and bouncing right back in the air for infinite air time, a little bit like Hollow Knight and Silksong's pogo jump! 

While the levels itself were fun i could tell how the most polish went into the two boss fights, and i believe that to be the most important part of the experience. The first one was very cool but the second one made me go woooah! The teleporting and slashes really surprised me.

Beyond the level design in the platforming section it is pretty hard for me to think of criticism. One thing i noticed is that maybe the stamina recovery speed was a little too fast? I think it was nearly impossible to deplete it, which means the souls like idea of carefully planning your moves wasn't completely there. Also i'm not sure if it was intentional but the special metere charged even during the cutscenes; i can already imagine the min maxers waiting during dialogue just for it ahah! Overall a very good game!

Developer

Thank you very much for playing!

The stamina bar was kind of an experiment. I made it more forgiving to see how it would feel, since everyone experiences difficulty differently. It’s mainly there to prevent the character from spamming iframe dashes and 360-degree aerial attack too much, but I didn’t want it to feel overly restrictive and potentially drive players away before they get to experience the full content. That said, I agree it could definitely be pushed further. Thanks again!

Submitted(+2)

Genuinely a fantastic game I'm not gonna lie, I really loved this entry.
Things I liked:
- The artstyle was phenomenal; it was adorable, sweet, and the animations felt smooth as butter,
- The combat-platforming balance; this really reminded me of Hollow Knight ngl, it would be pretty cool if you guys felt inspired by that game lol
- Boss fights at the end felt challenging, but fair; there wasn't really a point in the game where I felt like I died because of the game's fault (and I died a LOT), I always accepted that there was something else I could do to improve my gameplay, and your game allows the player to learn from their mistakes in this way perfectly
Things I disliked:
- Mainly the control scheme, I feel like the game would've benefited more from using WASD instead of up, left, down, and right buttons. Games that use the latter are typically referencing a more retro vibe of games, typically with pixel art too (there's always exceptions of course, but generally games that aren't going for a "retro vibe" just use WASD.

That's it lol, great job guys! You guys crafted a genuinely fantastic game, good luck with the jam!

Developer(+1)

Thanks a lot for the detailed feedback. I’m glad you enjoyed the art style and boss fights! The boss is actually programmed to “read” your movement, and none of its attacks are completely random, so I’m happy to hear the fights felt like a fair challenge

Regarding the controls, the key are fully customizable in the Options section of the main menu, so you can switch to WASD if you prefer, including changing the attack and dash keys as well. Thanks again.

Submitted(+1)

oh shoot I completely missed the customizability option for the controls lol, thanks for letting me know

Submitted(+2)

Fun game, awesome designs, however i found the controls a little uncomfortable, but other than that, nice game!

Developer(+1)

Thanks! By the way, you can customize the keys in the settings if the default controls feel uncomfortable.

Submitted(+2)

crazy what you were able to acomplish ijn just one week. awesome game. for real

Submitted(+2)

There’s some real genius behind this game. So fun, enjoyable, and unique in its own way. I would absolutely want to see a full version, especially if it implements a full combo system with the lollipop. Amazing work team!

Submitted(+2)

absolutely adorable and iconic and the flash game aesthetic is everything

Submitted(+2)

Awesomely chaotic world! Was that the cuphead tutorial stage? I like the mix of tight action gameplay, touhou-style boss fights, and disturbing world (I can't help but feel like I'm the bad guy in all of this haha).

Nicely executed--I had a great time!

Developer(+2)

You're the first one (I think I can't remember) to clock the Touhou inspo :D!! Thanks for the comment xD!!

Developer(+2)

Funny thing is, Touhou was the first thing I thought of while designing the boss mechanics. But along the way, I realized I had unintentionally drawn inspiration from other games, which naturally blended into the design.

Submitted(+2)

Really fun game! The art is great and the gameplay is very fun. The Family Guy death pose was the chef's kiss. Great job!

Viewing comments 100 to 81 of 144 · Next page · Previous page · First page · Last page