Love how you have it stylized in the terminal, the art looks fantastic and the palette swap is a great touch. Great choice with the music and sound effects, too!
Play game
CDD: Change Directory Dragon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #4 | 4.091 | 4.091 |
| Gameplay | #5 | 4.091 | 4.091 |
| Polish | #5 | 4.227 | 4.227 |
| Judge's Pick | #6 | n/a | n/a |
| Overall | #11 | 3.873 | 3.873 |
| Art | #15 | 4.091 | 4.091 |
| Theme | #49 | 2.864 | 2.864 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Arcade
An Arcade Game
Comments
The playable character is adorable!
I also quite like the worldbuilding you've done here!
Very fun game, albeit a little hard. The shield didn't seem that helpful, though I forgot about the special attack. Died on the final boss.
This game rules! The aesthetic is great, it's fun, it's challenging. What else is there to say? Well, a few things, but they're pretty small.
First of all, the parry is brutal. Maybe it's a skill issue, but it felt like I got hit half the time I thought I'd get it. Dunno if it's an animation clarity thing, a strange timing window thing, or again, maybe him skill issue.
Second, no controller support means that I can't play it as the twinstick shooter I so want it to be. If you continue this project, I beg of you to add that.
Finally, I wish that I could zoom out some more. It wasn't common, but sometimes a bullet would come from nowhere, usually if I was locking on to something.
Beyond those things, though, it was a fantastic time! I'm forced to assume the lag is cleared up with the download (no Linux build D:), and all the mechanics work and work well. Great job!
Thanks a lot!
Yep, the parry window is pretty small. It's timed to right when the shield's fully closed, may need to make it a bit forgiving in later updates
Controller support was on the wishlist but I've never done it before so kind of fell off the radar, apologies!
I'll bump re-tuning the camera higher up on the list :)
And yep, playtesting had no lag with the downloaded version (godot's particle system HATES web exports for some reason, even after I tried to shenanigans my way around disguising the lag under the transition screen), sorry about no linux build!
no linux build D:
i love the art style and it's very juicy! though it could use some subtle screenshake
i can't actually type commands, sadge
i think the default aiming mode should be mouse, the arcade mode constantly misses because it doesn't shoot ahead of the enemies
you also shouldn't make the players manually pick the tutorial, because most don't (i sure didn't, which is why i played my first playthrough without parrying at all haha). and wall of text tutorials usually don't work great, they're hard to remember and interactive tutorials are much better at teaching
the ui is a bit confusing, i had no idea where my health was until i did a couple of runs
it's pretty unclear when you hit the parry and when you miss, the little knockback makes it look like you did get hit
the difficulty is also pretty brutal, the player's projectiles are small and don't travel that fast, you only heal 1 health per round which is way too little, and the first boss is already pretty difficult. i'm not a fan of its telegraphing, i feel like it would be clearer if the laser attack did a little pulse once it's fully charged up and only then actually attacked, the attack where they circle you and shoot one-by-one is nearly impossible to dodge/parry - they stay locked on to you way too well to dodge them by moving and they shoot way too frequently to dodge them by parrying
for being such a core mechanic, the parry is very unforgiving. it would be nice to have some grace, so if you parry a couple of frames too late it still counts, as well as the hurtbox increasing while you're parrying so you can parry attacks further than you would get hit
i also kept forgetting that i had my ultimate ability, it'd be nice to have some sort of indicator
funnily enough, i got the furthest in my very first playthrough where i had no idea you could even parry - i got to the second phase of the second boss, while on the next ones i couldn't even beat the first boss (because of that circling attack, it's just way too hard D:)
tl;dr: it's great and the polish is amazing, but please playtest your game more
Sorry about the linux build! Didn't want to build for os's i cant test on
Arcade mode as the default was more for the jam than anything tbh, though in testing i did find myself preferring it? Maybe I'm just lazy lol
A proper tutorial and cleaning up the UI is on the to-do list! And yeah tuning down the parry difficulty is there too, though funnily enough the hurtbox size actually doubles when you're actively parrying lol
The first boss is 100% the "Parry or die" wall, so having trouble with it makes sense, I'm surprised you got past it without parrying to be honest!
Appreciate all the feedback, thank you for playing!
Really solid entry and good amount of juice! I like the overall game play and aesthetics, but I found your UI to be a little confusing—this is a place where I would have tried to find a better way to balance your aesthetic with the usability/readability of the different elements for navigating the menus and understanding my current health. I'm looking forward to seeing where you take your dev journey from here!
This is amazing!! How long have you been making games? Even if its hard (not necessarily a bad thing) ts veeery very polished and i really apprecieted all the computery sfx and effects, the gameplay is also very good since its very simple to control and just so fun to move and shoot, the only issue that i had is about the bullet, sometimes it could be a little bit hard to identify the difference between the player's bullets and the enemy bullets in the doppleganger fight
The coding and the art was all me, but the SFX was mostly me just hodgepodging a bunch of pre-made sounds together! The music I just got an assett pack for I'm ngl lol
I'm a decent artist when it comes to not animating, but the programming is definitely where I'm more comfortable, it really scratches the puzzle game part of my brain :)
Great game! I like the boss designs and attack patterns, especially the laser animations and the computer terminal aesthetic was cool as well. Had lots of fun playing it and after multiple rounds managed to reach depth 20 but the game crashed while spawning the boss and so wasn't able to save my high score. The color switch in the second boss while visually interesting did throw off my flow a lot. Overall a really fun and well polished game.
The screenshot linked is the last frame it froze on. I was playing on zen browser in fullscreen, audio stopped and it stopped accepting inputs and i got the "This page is slowing down Firefox." warning so i assume something went into an infinite loop. No errors in browser console either. Hope thats enough to go off on. 
The polish on the main menu was sooo good. The gameplay was dynamic and the different control schemes was super impressive.
As others have noted the ui in the game was hard to read, so a tutorial wouldn’t have gone astray.
Awesome Game !
The gameplay is really good. Enemy logic is well designed. The auto aim feature is really nice (even a must-have for arcade).
Audio is also really complete : I like the music, and there are good SFXs.
Everything feel polished : animations, art...
I have only one suggestion : make it understandable faster for a new player. I died twice to figure out where are counted HP and charging.
Awesome game!
My one comment, but this is being picky, because there is truly nothing to say, is that at first I thought the "charge bottles" for your ultimate were already filled, my brain considers the "white one" the "empty one" haha
Really cool shooter! Your boss scripting is great, it's nice to see more than the usual "shoot at player" logic in many games.
I hope you add gamepad support in future, it would really benefit from it.
A solid entry.
Also please play my game! <3
Hard game, but i love it, it's really funny, at the first moment i really didn't understand the controls, i think that a tutorial could be really good, for introduce the player in this first moment, but it's a really good game, wish to share the podium with you :) game with a lot of potential!
Very hard game, this may be one of the game that makes the player hates parrying. Pressing a button at the right time has been a thing for rhythm games and some other games, and I do believe there should be windows for Imperfections just like most rhythm games. I mostly parried imperfectly and the punishment was the same as taking a normal damage. Attacking an enemy feels very difficult, I feel like the arcade player wouldn't even get a chance to beat the final boss.
But the game is somewhat addictive. The amount of polishes are things that made me replayed the game multiple times.






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