Very interesting interpretation of the theme! :)
The sound seems to fit the artwork as well. Well done :D
Criteria | Rank | Score* | Raw Score |
Fun | #2453 | 2.659 | 2.659 |
Overall | #2740 | 2.705 | 2.705 |
Originality | #2794 | 2.818 | 2.818 |
Presentation | #2838 | 2.636 | 2.636 |
Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The HP of the enemy is set to the HP of the player (-1 because you hit the enemy) when you hit the enemy for the first time.
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Very interesting interpretation of the theme! :)
The sound seems to fit the artwork as well. Well done :D
Pretty fun game :) I can say your music choice is terrific XD Good job!
A really original idea linking the player life with the enemy ^^. Nice job
Nice game for a jam. It's pretty basic platformer, but I think the concept of relating your life with the enemys life is a really nice idea. It's really original I think ! It could be used later if you add more hard enemies so that you can strategically loose life, for example.
Id also appreciate if you play and rate my game too :))
Interesting little platformer. The biggest criticism I have is that you don't have to engage with the main mechanic that much! I wanted to have to kill more enemies and try and manage my health, but it was fairly easy to avoid them, especially with the floaty gravity. I'm kind of meh on the floaty gravity, but I think it can be made to work. It made it interesting anyway. Finally, I found it kind of annoying how little the enemies communicated to you. They seemed to each have a random speed, and a random amount of health. If those were communicated to the player better via color or something I think it'd be really beneficial.
Still a fun little game, played to the very end, score of 12711!
The main mechanic is something that I need to make more important in the game, yeah. I'm changing it to defeating an enemy + getting a pickup to gain health. The gravity is meh, especially because bonking on something above you doesn't set your y velocity positive (thats how godot does y value, dont question it), so you can just sit on the roof for about a second while your y velocity goes from - to +. I need to add a fix for that as well. The random amount of speed was just me picking a speed and saying "eh, itll work", so yeah, that should get changed (or uniform). The way that the enemy HP works is when you first hit an enemy, their max HP is Player HP -1 (so that if you are at 1 hp they instantly die). That could be said more, and what I have is that when the healthbar shows on the enemy then their HP is set. I need to work on player feedback a lot yeah.
Thank you for this feedback.
Good idea for the linked life. I liked the small game feel stuff like enemies flashing and slowing down when they got hit. I think improving the character to not feel so floaty while jumping would help timing the bounces better. I felt like I kept overshooting the enemies, but the generous hitboxes saved me, haha.
I gave myself about an hour or 2 to just add some small things like that because I feel it drastically improves the game. The enemies slowing down was actually originally a bug feature where the enemy would stop while the iframes (they aren't actually invincible, but the player is when the player is in iframes) were going on, so I decided to add it. The player's jump was just something I ended up getting used to, its buggy lol. I intend to make it feel better (and not make you able to just stay on the ceiling for about a second. The way that the hit detection works is actually not separate hitboxes, because I don't know how to do that, so it just checks if you are going down.
Thanks for the feedback, I do intend to keep working on this game.
That was really cute and fun! The game was totally my kind of game. I was a little confused by how the enemies and you were paired.
Thanks! I had fun making it. The way that the enemies and player were paired is that (it gets complicated [not really]) when you first hit an enemy, their maximum hp is set to your current hp, then they lose one hp because you just hit them. You also gain one hp (getting changed because I don't like how it works).
WHEN YOU FIRST HIT AN ENEMY: Enemy HP = Player HP - 1
Thanks for the feedback!
The concept of enemies being easier to beat when you have low hp is nice, it's a shame simply ignoring them is much faster than jumping 5 times on their heads. It isn't helped by the fact that you regain 1 heart after each kill (which would be a good thing in general) making a speedrun at 1 hp impossible
I did think about doing speedruns (there is a skip in level 1 that I purposely added), and this brings up how easy it is to beat the game. I'm going to make it possible to beat the game in a 1 life speedrun by changing how you gain health so you have to kill an enemy and then pick something up.
Thank you for the feedback!
Idea has a good potential, but I think it can be realized in a better way
Nice work. The platforming felt pretty decent. I find the scoring mechanic a pretty interesting idea as it seems to reward players who can hit enemies more often (aka have more health), though there isn't much of an incentive to do so right now.
Not bad, the platforming aspect of the game was very well made and since you jump up a bit when jumping on enemies, you can combo that jump onto another enemy or platform, which just feels great to do!
Thank you for playing the game all the way through SilversMind! Yeah there wasn't much reason to engage in the mechanic, I need to make that more prominent. I also want to add more ideas to it, especially more enemies, and I might add something so that the key can only be collected if you kill X enemies or kill a boss or something. Thanks for the feedback!
A fun little platformer, controls feel great! Sound effects are a little grating though
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