Hi, I've seen in the header image, it says "Ages 5 - 12" so my question is can people older than that join the game jam or is it just for that specific age?
Acuristic
Creator of
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Hi, I'm Acuristic, and here's some feedback:
Things I Liked:
- Humor: I like the fact that you used the name "Fih" instead of "Fish" and the turtle (turtlerial) also asks you to shut up and stop asking stupid questions. It makes me feel more engaged in the game. Good Job!
- Sound Design: Almost everything you do has an audio feedback, you nailed the sound design, adding "click" sound Fx for when you scroll/switch attacks would be a nice, along other such small addition.
- Boss Concept: I really like the boss of the game, it's a unique concept of a huge fish with a cat's face attached
- Art: The art is quite simple and minimalist, and perfectly suits the sounds in the game. But the ocean (BG) lacks depth, one way to fix this is to add a subtly light to the player, and optionally to the humans also, and a global light at the top edge of of the camera. This will make the ocean's deeper areas (areas which are further from the light source) get darker and the shallow areas (areas which are closer to the light) lighter. You can also add a sky and a beach Bg in the upper area of the map instead of just the ocean everywhere.
- Polish: The game is surprisingly polished with the dash fx, the human damage particles and the shock particles. This makes the game feel "completed" instead of unfinished and prototype-ish.
Things that can be Improved:
- Start Sequence: The actual start button appears after quite a few clicks on the fake start button, and it also gets repetitive after a while so, you can try reducing the no. of clicks it takes for the actual start button to appear. Same with the day counter, it is quite slow you can fix this by decreasing the time it takes for the counter to disappear.
- Attack: There are 2 systems limiting the attack, the stamina system and the attack cooldown it seems a bit too strict, I recommend to keep one and remove the other, if you decide to keep both then, you should also reduce the cooldown on the first 2 attacks. The reach/range of the attack is too little to, you can fix this my giving a bit more acceleration to the player in the direction of the attack as the existing boost is too little and requires the player to be really close to the humans to attack.
- Boss Fight: Although the game is polished and is fun, the boss fight itself felt a bit chaotic, this is probably due to the slow speed of the player and the small reach/range of the player's attacks and the fact that there are multiple targets to attack.
- Borders: The humans can go through the borders, but the player cannot, this means I have to wait for them to shoot the line thingy and then move away, pulling them back into the border, it breaks the immersion and also reduces the quality of the game.
Hi, I'm Acuristic. Here's some feedback on your game:
Things I like:
- Game Design: Despite the game being so simple, it's really fun and engaging. I really liked the "human evolves" mechanic, and I would love to know how you managed to make such a thing in under 8 hours.
- Polish: The death particles, and the arrow in the direction of the movement of the boss's parts, the hit flash, and the eyes looking towards the humans make the game feel suprisingly polished.
- Human Ai: The human's Ai is very thoughfully coded, as it allows the humans to roll and turn back only in the later waves.
Things that need more polish:
- Strategizing: I really like how there are different approached to killing the most humans, but there is a small "flaw" that allows you to completely overpower the humans for the most part (till all the boss's parts are intact)
This position allows the player to keep spamming the 2nd last tile and kill humans. This can be fixed if you make the humans spawn from the other side too, or by making humans attack the tile which has the most chances of killing them (i.e the tile above them, in this case) - Lack of enemy types: The game gets quite repetitive after a while, so adding enemy variations (even randomly coloured enemies can break the evenness).
But other than these stuff, the game is quite fun, and the controls are so simple that I didnt even need a tutorial to understand them, Really good game!
Hi, I'm Acuristic, developer of the game "DeathWish". Here's my Review:
Things I liked:
- Game Design: The game's design made the game pretty fun even with minimal visual art, and sound fx. I enjoyed strategizing the room layouts and room actions (tresurer room, adding monsters) too!
Things that can be improved:
(These are the features that require very little effort)
- Enemy Spawn: In the tutorial you said the enemy spawn will be the farthest room from the boss room, but when I place a new room (after the first wave has finished) the spawn doesn't update and its still the same room, it would be better if the enemy spawn room updated at the start of each wave. Also a sprite at the enemy spawner would also make an impact on the game's quality, as currently its just a light.
- Enemy AI: The enemies just move in a straight line from spawn to the boss room, although its good enough, you can slightly offset their Y position at start to add some diversity and break the uniformity.
- End Goal: I haven't played the game till end, if there is but judging from the game's page it seems like you protect toibchey forever, which makes the game less fun as there is no end to the game, and the only ending is if the boss (toibchey) dies. You can fix this by adding story mode or a fixed number of waves to the game.
(Additional features if you decide to work on this game in future, as the idea behind the game is really good and the game is fun even with such minimal art)
- Boss Attacks: You can make the boss controllable and also add seperate attacks for the boss, and even the enemies.
- Enemy Types: You can add different enemy types in the future to make the "strategy" aspect even more dominant.
- Multiple Spawns: Having multiple spawns is a great way to ramp up the difficulty of the game, especially after some waves.
Hi, I'm Acuristic. The developer of "DeathWish". Here's my feedback:
Things which are good:
- Visuals: The game's chaotic art style is really nicely draw, I myself went from a mech centered game to an alien centrered game because drawing mechs was very hard, but you nailed the zoxyob's design, it perfectly captures the complex look of giant mechs.
- Audio: The bg music makes me feel like the mech is gonna destroy the planet with ease, it also makes me feel like some climatic battle is going to go down.
Things that need Improvement:
- The attacks: The turrets by themselves are almost useless as its extremely hard to aim at the jets (might be because of my bad aim), so I used the brain sync to target all the turrets at the jet, which made it easier to destroy the jets you can also fix this by decreasing the jet's speed by a little.
- Story: The game had no story, and this made the game feel kinda pointless, you can just add a brief story on the game's page to counter this.
- Art: The art looks good, but it still needs some polish, because the zoxyob looks like its floating in air (completely ok if that was intentional, but you can still add some thrusters/fire to indicate that its flying) adding legs will fix this, you can even add wheels since its a robot!
- Map: aditionally you can also add a mini-map to let the player know where to go.
Despite the chaotic, and even slightly cluttered nature of the game, it is still very fun, good job!!!👍👍
Hi, I'm Acuristic, the developer of "DeathWish". Here's my feedback:
Things That I liked/Enjoyed
- Visuals: The visuals of the game are Really good I really loved your art style, but it is kinda inconsistent, with the food being hyper realistic and the rest of the art being, cartoony.
- Cutscenes: The cutscenes at the start were Fabulous and also it was a nice little touch that the character's mouth moved when they are talking.
- Story: The story was Amazing, it was really immersive, good job!
- Enemy AI: At first I thought I can just jump to skipp fighting the enemies, but was suprised to know that they jump too!
Things which can be Improved:
- Movement: The movement felt slow, this made me feel like the character is moving in space. The jump was quite floaty too. You can increase the speed and the gravity of your game to fix this, as it made the lasers which cover half the area in the boss fight very hard to dodge.
- Cut Scenes: The cutscenes felt a bit slow, you should add a skip button, as it gets quite repetetive after a while.
- Progression: The game in overall felt a bit slow paced, it is mostly because the slow, unskippable cutscenes, the slow and floaty movement which further reinforces the idea of the game being laidback instead of a boss fight and the boss fight itself being more of a cartoony, silly kind made the boss feel quite easy.
- Enemy Ai: Even with the enemies jumping to attack you, it doesn't stop the player's movement allowing to skip to the enemies and just go straight to the boss fight, this can be fixed by adding a knock back tot he player whenever under attack.
Really love the visuals and the audio, but there is some inconsistency with the art, like how the effects of the attacks are much more pixelated than the other art, and how some characters are animated but the others are just static sprites. It's also really hard to see which character is attacking the boss, this can easily be fixed by just ofsetting the attacking character forward. But apart from these minor annoyances Its a really good game. Also the game lacked immersion slightly, I think the bg music is the reason, in a boss fight I would expect tense, or creepy. But I was really suprised by the number of attacks there is, really nice job on the coding side.
Hi, I'm Acuristic, the developer of "DeathWish". Here's my review on your game:
Things that are good:
- Game Feel: The game feel, as in visuals, audio and the overall design of the game. You really did a Great job at capturing the "donkey kong" like vibe of the game, I knew in the first glance that its donkey kong inspired, and I also really like the retro-ish vibe of the game!!
- Human: I also like the idea that the player dodges/jumps to avoid the barrels, but the human ai needs a little bit of improvement,
as the human walks towards the ladder which is further away, instead of the closest one(after playing for a few times I realised that its random, or it appears to be)
Things that can be Improved:
(These are some low effort stuff you can add, but will increase your game's quality by a lot)
- Number of Humans: Altough the human can dodge the barrels, its quite uncommon and its quite easy to just spam the barrels and win the game, it would be better if you add 2-3 humans instead of just 1
- Barrels: The rotation of the barrels while they are moving is a nice touch of polish, but I suggest adding slight bounce to them, instead of making them roll on the ground, this adds slightly bit more of complexity to the game, as there is a chance that the human can survive without jumping too.
- Spam Cooldown: After playing the game several times, I noticed a pattern, you can just keep spamming the barrels and have an almost 100% chance to win the game, instead you should add a cooldown to encourage strategizing and timing barrel throw.
- Human Ai: The human ai felt a bit too weak/easy as the most it does is occasionally jump, this means that the kong/boss (player) has no reason to feel intimidated by the human, as the player can attack (throw barallels) but the human cannot do anything about it other than dodging.
- Particle FX: This alone can add a lot of polish to your game. Here are some examples of particle uses in your game: 1) When the human dies, 2) When the barrel hits the ground, 3) When the barrel is thrown, 4) When the human jump
But even without all these you still did an Amazing job at making the game, it is fun even if it isnt tense!! Keep up the good work!
I had a really hard time trying to understand the game. Even after trying to play 3 times I still dont get it, a tutorial would be of MASSIVE help here. The controls also seem to be wrong because when I press the "W" key the boss attacks and when I burn a card and try to reposition, the humans move. I thought the player was the boss, and i also dont understand your explanation of how the theme is incorporated in the game. Sorry. But the UI, especially the card select screen was really well made, Good Job!!!
Hi I'm acuristic, the developer of the game "DeathWish", here's my feedback on your game:
Things I like:
- Art: The art has a unique vibe to itself.
- Audio: The audio, especially when paired with the art fits the game really well
Things that can be improved:
- Shooting: The shooting is restricted to the direction in which the character is looking, which is a bit restricting it is better to shoot in the direction of the mouse cursor that way you can shoot while running away if you're low on health.
- PickUps: The only pick ups I've seen in the game are apples, in my opinion there should be pickups for bullets too, as you have to rely on punching if you dont have any bullets.
- Colliders: The colliders are bigger than the grass tiles which sometimes puts me in situation where I feel like I should be going forward but the character doesn't, especially in narrow paths.
- Stairway: You never know which stairway you came from, until I you try to go in it, which is ok but it would've been better if you put the blocked stairway sprite (like in the boss fight's stairway) to show that you cannot go back.
- Boss fight: The boss fight itself felt a bit bland, because as long as you have enough bullets you can just deal with the boss from a distance, this can be fixed by adding a jump state to the boss, where he jumps near the player to close the distance.
- Theme Implementation: The implementation of "you are the boss of a plague control business" seems to add very little difference to the game itself, it would make almost no difference if the character is a boss of plague control business or not, as the gameplay doesn't show that, the rats avoiding the character is very sublte and almost unnoticeable
Hi I'm acuristic, the developer of the game "DeathWish", here's my feedback on your game:
Things I liked:
- Visuals: I really like the "Hand drawn" aesthetic of the game, the bloom just adds more to it!
- Tutorial: The tutorial at the start was very good, but it did seem a bit too long as it had some unnecessary stuff at the start.
- The UI: At the start the ui seemed a bit too much info to process at once, but once you understand it, its pretty nice.
Things That Need Improvement:
- Switching System: For some reason, I cannot switch from theo -> boss or boss -> theo it felt quite unfair that when the health of theo/boss was low I cannot switch to the other character.
- Damage: The boss seems a too overpowered, as he 3 shots the thugs, and theo seems too weak his health is too low I felt that the boss was carrying the game, and theo's character was unnecessary (I didn't read the story sorry) maybe it has something to do with the story? Even if, it still doesn't bring any gameplay value to the game.
- Passive Attacks: I also noticed that some attacks like "Intimidate" and "Poison" were pretty weak, while using the intimidate attack, the attack decreased as said in the description of the attack, but suddenly it increased back to normal damage, which felt inconsistent and the poison felt like it did almost nothing.
- Defense Moves: There was no reason for me to use defence, as it was just a worse version of the "punch" attack since the thug attacks either if i choose punch or defend, the only difference being the attack is lessend and the enemy's health doesnt decrease (since its defend). Instead you should make the defence move skip/stop the enemy from attacking.
- Audio: The bg music is a bit too loud
Hi I'm acuristic, the developer of the game "DeathWish", here's my feedback on your game:
Things I like:
- Visuals: Despite the game having spheres and other such basic shapes, you've managed to make it look very good, Good job on the visuals!
- Sound: I also really enjoyed the sound design of your game, from the calming audio at the start and the upbeat/energetic audio in the actuall boss fight it was Really Good! The only complain I have about the audio is that the boss fight's bg music didn't make me feel like Im fighting a boss, the energetic track made me feel like I'm just in a normal level, instead of a boss level I would suggest using a track that makes the player tense.
- Level Design: The level at the start of the game was really good too, altough it made me a bit dizzy during sharp curves.
- Game Page: You did an Amazing job while making the game page, the colors fit perfectly with the game's colors.
Things That Need Improvement:
- Concept: Although the concept is pretty good, It needs some improvement, since the game is a boss fighting himself and the fact that there is a guaranteed death no matter if the player or his tail wins.
- The Tail: Right now it's quite hard for just the tail/boss to take the damage, its a boss fight so it should be hard, but making sure just the tail takes damage and not the rest of the body doesn't make it hard, instead it makes the game a bit frustrating
- The Starting Screen: These kind of starting screens seem good/creative while making the game, and it is, but after the player tries the game a few times (while writing this review I've played the games a few time to write in depth) and it gets a bit repetitive for me, you should instead add a skip button or something similar because the player wont know they needed this feature but they definitely do.
Hi I'm acuristic creator of "DeathWish". As a fellow developer, I know the struggles of making games. Here's my review on your game.
Areas of Improvement
(These are some high value, low effort stuff you could do in your future games to improve the game's quality.)
- Add a skybox: since you're using unity you can add a dark skybox to let the player know something tragic is about to go down.
- Centre the boss: The very first thing I noticed as soon as I was in-game was the boss (player) not being centred, I understand that you could've done it to make the log (boss's weapon) visible.
- Camera: Right now, the camera and the boss feel like they have absolutely no connection, since when you rotate mouse on the X axis the boss rotates too, but the same isnt the case for the Y axis, I suggest making the boss not move/rotate when the camera rotates and add a script that rotated the boss based on the W, A, S, D keys.
- Enemies: Making enemies is HARD, I myself struggle with enemies, but it would be nice if they had lower speed and they wouldn't run off the platform (you can do this by adding colliders as boundaries at the edges of the platform)
- Sensitivity: you can try lowering the sensitivity on the Y axis, as its a bit too much in my opinion.
What I Like
- Enemy Spawn: I really like that you added an enemy spawn system to your game, as this combats the previously said "enemies falling off the platform" bug
- The Boss Model: I really like the boss model, it would've been even better if you coloured him, but maybe next time!
- Pixelated Shadows: This might seem odd, but I really like the pixel art style, and the pixelated shadow and the slightly pixelated platform, it would've been EVEN better if you made the boss pixelated too
- Crosshair: I appreciate the fact that you've added a crosshair to let the player know where to aim.
Oh its really simple, around 2-3 lines of code at best to save and load, I use player prefs in unity, but there will probably be such ting for other engines too. You can search up player prefs in unity for more information. You just save the light's intensity value with an identification key (usually a string) and then u load that value whenever needed with that key, and you add in the "you died" text if that saved value is 0.
Hi, I cannot play the game as I'm on Linux, but judging from the included screenshots of your game (and other on your profile) you should focus on polishing your projects instead of being the first to submit, as its better to make a polished game with a few features than to make a big (or even medium sized for these kind of jams) game with more features but less polish. Still congratulations on finishing the game. Good luck!





