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(2 edits)

Cute little game with a clever name.

Are the graphics original?

The hitboxes seem a bit unforgiving. Depending on the rotation of the player or the enemy, they may collide despite not visibly touching.

It took me a while to figure out how the sparks worked. I think the spark UI is a little subtle. Zero and one sparks look very similar. And when you get a spark, but kill an enemy with it in melee range, it can be hard to tell that you've just used (and possibly regained) a spark.

Another commenter mentioned not seeing their score increase when killing enemies at range with sparks. I also experienced this, but not on every page load. Sometimes it worked fine. On one run I killed probably 20 entities before realizing my score was still 1. So maybe some sort of system ordering bug there?

(2 edits)

Are the graphics original?

These sprites were created by my friend near the end of the jam :)

The hitboxes seem a bit unforgiving. Depending on the rotation of the player or the enemy, they may collide despite not visibly touching.

That’s surprising given all collision detection is based solely entity positions and radii.

On one run I killed probably 20 entities before realizing my score was still 1. So maybe some sort of system ordering bug there?

Ouch, that’s a really nasty bug :(

I don’t recall encountering it during testing, maybe the relevant systems are ordered like projectile::check_collisions -> enemy::handle_health -> spark::handle_punch -> score::update_score so that enemies killed with projectiles (but not punches) may be despawned before the scoreboard can be updated?

(1 edit)

They are not quite as unreasonable as I imagined, but when any of the enemies hit your left or right side it's fairly obvious. Not saying you need pixel perfect collisions or anything, but maybe some adjustments that favor the player.