OK, thank you! I'll try to integrate the theme better throughout the design process!
CrankyCranton
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Hi, I started working on a game yesterday, and was wondering if I could submit it to this jam.
The problem is, I started work before knowing about the jam, so I didn't have the theme in mind while thinking of the game. However, it coincidentally did vaguely follow the theme. The game's a mix of PvP fighting games and rhythm games. But rhythm games are typically more about hitting in time than they are about hitting out of it. Although, I do want to try to put in some mechanics to throw your opponent off beat, such as changing the BPM and approach rate mid-song.
I was wondering, because I might be able to receive more feedback if I submit the game to a jam. I'd also be happy with receiving a 1 star in the theme category.
Anyways, I only want to submit it if it follows the rules & spirit of the jam. Cheers! (^^)/
Wow, thanks! Nice short game!
The drifty-controls made me feel like I was a drag racer! I liked the elegant & innovative way the panna mechanic was implemented! Though there was a way to break it by spamming the kick button.
The custom-drawn art was nice! (I don't know how I would have drawn all those soccer ball panels. ;) ) Going around the track backwards and then forwards triggers bugs, (saw Santa's leg flying across the track, lol), but nobody would do that unless he was just trying to trigger bugs. (like me! :D)
Thanks again, and merry Christmas!
Yeah, we were running way behind on the art, so we just jammed in whatever assets we could scrape together before the deadline. Glad it didn't turn out looking like a monster. The player character is from here. Koroded drew the splashscreen/thumbnail in the last few hours of the jam, which to my non-artistic programmer mind, is just incredible.
Thanks for playing!
Hi, thanks for playing!
Regrettably, there wasn't the time to test out the game before the deadline, so it's as full of bugs as an ant's nest. Really unfortunate that you didn't get to see the end of the game. And come to think of it, the way it's laid out right now, even without the bug, some players might miss it. I'll have to think of a way to fix that. We might do a post-jam update, IDK.
Notice! We have decided to extend the release date. See here for more information:
https://crankycranton.itch.io/natsuki-and-asashi/devlog/962548/release-date-exte...
Audio:
I like the audio! Especially the click sound.
UI:
I don't know what the bars in the top-right corner are, but they look like health bars.
At the game over screen, sometimes it would still remain visible after I exited to the main menu. I think it might be because I clicked the on-screen button to go back instead of pressing Enter.
Adding an interactive tutorial would be cool.
Controls:
The C button was confusing, and I didn't understand what U or Space did. The arrows were easy to comprehend.
Enter was intuitive, but conflicted with the UI controls. So sometimes I would hit enter by mistake and not get to see who won the game.
Gameplay:
The physics could use some improvement. The car didn't steer like a car, and the plain didn't feel like I was flying because I could stay still in midair.
The plane was my favorite! I liked how it would drop bombs, and the better view was nice, too.
Art:
I liked everything but the map. Z-fighting was visible on the road intersections. The high walls gave the car a slightly claustrophobic feeling.
Nice job!
I loved the crunch to shooting bullets! At first, I didn't realize that when the enemies slide, they're dead, so I kept shooting the dead bodies. The bodies didn't feel like much of a problem until difficulty 8 when they would act as a meat shield for enemies. :D
There didn't seem much reason not to press shift, so using AntiMicroX, I made shift toggle to be always on.
The music wasn't bad, but it felt like it went against the fast-paced gameplay that the game supported.
Indicating whether a level was safe or not was a nice touch. Starting back at difficulty 1 when the player character died felt pretty bad. Maybe rough-likes get away with it because most of them have procedural levels, preventing the player from feeling like he's just repeating things he's already done before.
I couldn't tell when/why I got hit very easily when a shooting enemy would attack me. If the bullets were a different color, they would stand out more?
The water ripples looked good. It might feel even more like water if it slowed you down or something else to affect the game.
Difficulty 7: Starting right off with a bang was fun, except that for the first few seconds, it's hard to know where the player is.
Would love it if there were a downloadable version! (I don't have internet at home) Also, a full-screen option for the web would be nice.
A fun game which I still have yet to beat... Looking forward to future development!
EDIT: Just noticed the health potions in the castle level. It's a lot easier now.
I had to play with brightness to the max cuz I'm a sissy (ΘεΘ;). The wording of the instructions was pretty good! :) I liked the look and feel of the map. The mix of pixel art and hand drawn art on the UI looked a bit strange. Sometimes I wouldn't take damage from hits, but it didn't really feel bad. Health felt like the most important score. Checkpoints might help. The hurt box sizes felt just right. I wasn't really satisfied with how the story ended, but the ending choice of music was excellent!
EDIT: Just remembered: Occasionally it would crash at random points. I was using the Linux export.
High quality art, and I loved the voice acting! It took me a little bit of time to figure out that space is thruster. The controls were pretty difficult to harness. It was hard to find out the objective of the game until my brother stumbled upon the cutscene area at the satellite. But the cutscene looked very cinematic!
Nice work!
Very polished game! The laser shooter didn't feel much like a threat, but I still tried killing it for fun. I really like how you implemented the theme! Also, the bombs blowing up in a square added to the glitch feel. The music supported the fast-paced game play very well! I guess this game just goes to show that you don't need an overly complicated game like the one I made to make a good game.
Fun little game! I liked how it would jump for you in some parts of the level, but in other parts, it felt like I should have landed when I didn't. On the sideways platform, if I hit it at the right angle, it would bounce me away. Pressing spacebar more to jump higher was an interesting mechanic.
BTW, the Linux export only contained the .pck file, but I was able to run the Windows version using PlayOnLinux. Do you think you could add the .x86_64 file to the Linux download, or embed the .pck into the Linux executable?
The controls felt as smooth as silk. The overshooting made movement hard, but it still seemed fair. Losing all coins when you died by lava felt unintuitive. It was hard to see the lava. Maybe the screen could go down by a small margin to show the lava when it's close? Sometimes the character would get caught in a loop of ding at his spawn point. The story was funny, and I like how it was incorporated into the gameplay! :)
Great game!
The amounts of levels you made in just 9 days is impressive! The difficulty curve felt just right.
I liked how the lights would pulse. But placing them felt like a chore. Maybe if RMB only removed the last light, it would help that? I liked the flying mechanic, but when it was introduced, I had some trouble figuring it out because I thought the flying pickup was a mouse icon telling me to click. Crisp pixel art!
All in all, a very fun game! Thanks for sharing!
Loved the writing!
After getting to the studio, and reading the message on the canvas, I wasn't able to figure out what I was supposed to do after that. However, the characters could go through the wall in the back right corner of the room. Did I miss something there?
After clicking the "Turkey Feathers" can, the game crashed. But after that, it worked just fine. It also crashed in the studio after I clicked the canvas while my mouse was near the edge of the map.
The code was a fun mechanic & I enjoyed the smooth controls. And again, the writing was great! Nice game!
Thanks for playing!
One of my alpha testers wanted fewer sharks, too! :O Might try making less sharks, the lower the rate of the player's score increase, to auto adjust difficulty.
Originally, I didn't intend it to work on the browser, but then I realized that I had to either export it to Windows, Mac, and Linux, or export it to the web. And as I don't own a Mac, I wasn't able to export to Mac. So I had to go with the latter option.
The graphics are nice. The gameplay was dull to me, but that's probably just my personal preferences. The first time through, I couldn't find out how to get to the trash compactor, but after re-reading 'How to Play', it was clear. After finishing a game and going back to the main menu, the buttons wouldn't pop out. They still worked, just no visual feedback on what button you're currently on. The mini map was super helpful.
Thanks for sharing your game!






















