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Radical One's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Was the game well polished? | #3 | 3.818 | 3.818 |
| How much fun was the Boss Fight to play? | #3 | 3.273 | 3.273 |
| Rate the Technical Complexity & Execution. | #5 | 3.364 | 3.364 |
| How well thought out was the design of all characters involved? | #7 | 3.182 | 3.182 |
| Overall | #7 | 3.236 | 3.236 |
| Did the game include 2 distinct game genres and how well did they mash together? | #10 | 2.545 | 2.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Reminds me of some classic games like Ikari Warriors. Very fun and very polished execution. Loved the game. Well done!
Amazingly polished! The explosions, the breaking of the wall, the pacing of all the little enemies before the boss, I loved it! Similarly with the forgiving checkpoints and how they were beautifully integrated with the player just walking over the previous obstacle!
I was expecting something more "distinct" for the game genre competition part, but I guess they mashed well together? Still on the fence on this criterion, will come back later after compared all the other games. Super cool stuff!
EDIT: came back for the genre-mashing criterion, many games weren't as distinct as I would have thought. I guess now, after having played all games, Xanderwood's rule could be interpreted both ways of seamlessly matching them or having them completely separate...
Thank you so much! I’m glad you liked the checkpoint system. It was a challenge to build because I wanted that seamless arcade flow where the player never spawns into a death trap. I totally understand being on the fence regarding the genres - and it’s probably more like a tightrope than a fence. My goal was a seamless hybrid inspired by a NES game called The Adventures of Dino Riki. That game was a bit of a diamond in the rough that pioneered the mix of vertical shmup and platformer. I see massive potential in that combo and tried to rework it. I used the bomb/bullet dodging and shooting for the shmup half, then integrated the jumps over fences, rocks, landmines and a river for the platformer half. The boss was then designed to test both skills at once. Thanks again for the detailed look and the kind words.
The aesthetic is really nice; it was pretty polished.
Thank you! It's great to hear that the polish and aesthetics stood out to you. Thanks for playing!
Really cool aesthetic and music!
Some of the explosion sounds were unusually loud.
Nice endless runner + shmup mashup, and the credits rolling at the end was really funny to me for some reason!
Thank you! I’m glad you enjoyed the aesthetic and that the credits gave you a laugh :D You’re totally right about the explosions - I’m working on a proper fix for that audio stacking to save everyone’s ears! It’s interesting that you mentioned endless runner and I can definitely see how it feels that way. My goal was actually a seamless shmup/platformer hybrid inspired by The Adventures of Dino Riki which is a bit of a lost genre. I've always wanted to see more of this sort of genre mix where you have to watch your step as much as your line of sight so I thought it would be good to try it out myself. Anyways, thanks for the great feedback!
Really cool game great juice and another fantastic music track. I was very happy I could redeploy and finish this.
Thank you RicoTV! I’m glad you liked the juice and the music. It’s always good to hear from a fellow dev who made it to the end of one my games and I’m happy the redeploy system helped you jump back into the action. Also, I really appreciate you staying active and supporting everyone's entries!
How well thought out was the design of all characters involved?
Pretty bad ass commando that can take down a apache helicopter.
How much fun was the Boss Fight to play?
Seemed a little too simple, just strafe and occasionally jump, adding a missile would have been real good.
Rate the Technical Complexity & Execution.
There were various elements that could have been expanded on, and made some more stages to make game feel longer. But all in all the things that were there, worked as intended.
Did the game include 2 distinct game genres and how well did they mash together?
Not really no, felt like a old school top down shooter with a boss fight. Would have loved to another distinct genre.
But i guess it have the element of endless runner?
Was the game well polished?
yes, i believe it was. Explosions were a bit loud.
Thanks for the feedback! A missile for the Apache is a killer idea - it would definitely crank up the tension, especially if it was a homing missile. It’s interesting that you mentioned endless runner, that’s actually the vertical platforming mechanics in disguise! My game is a tribute to The Adventures of Dino Riki where the floor is just as dangerous as the bullets. I designed the fences/groynes, rocks, river and landmines to require a platforming mindset, even though the camera is top down. You are 100% right on the explosions, my apologies to your ears! I'm working on a fix to properly prevent that audio stacking for the next update. Thanks for the detailed feedback, it definitely helps me a lot!