This game was fun and has potential! I was hoping there was an ending, but after a few runs, it appears to go on forever. If the movement of the evil flame could be more easily controlled and avoided, you could make a whole game around that - having to use a deadly light source as your way to navigate through a dark maze.
Vaza
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I found the optimal way to take down Evils to be jumping on their heads and attacking. I also feel like the diving mechanic actively made the game worse, because you can't cancel a dive, and you can't stop moving while in the air, so you're just doomed to fall off the map. In terms of presentation though, a really fun experience! Only the controls need a bit of ironing out to feel good.
It's quite a shame that gameplay wise it's just "walk up, read some text, kill npc, walk down". It looked so interesting on the screenshots, I was imagining the puzzles and dungeons I might have to go through, only for there to be nothing of the sorts. It's not bad, I just think I got a bit too excited with expectations. Ah well. Thanks for making anyway!
It was actually a fun puzzle to figure out. The song was exactly 125sec long (7500 frames at 60fps), and exactly 1504 beats long, which means if I play a beat every 5 frames, I'd have 4 beats left over at the end, meaning every 1875 frames I need to advance beat by +1 to reach 1504, keeping everything in sync the whole way through. After that, just sync the song+arrows to the chart, and bam! Sync! :D
Yeah, the most important part of a rhythm game is making it feel smooth, accurate, and consistent. It becomes immediately apparent if it's even a little bit off. I know the pain because I've made one DDR thing in the past - I made a room run at 300fps and it was done so badly lmao. This time I stood with 60fps, but syncing a song to 60fps with no access to real time functions was like a puzzle. I managed to perfect the timing and charting tho, as long as there's no lag spikes or frame skips because then it desyncs, and I couldn't figure out a way to resync it.
Visually stunning. Gameplay wise, there's practically nothing to do. If you could expand the world by adding more things to do, it could become an insane game. Please, for the love of Harrison Temple, continue working on it. You can even ignore the theme and create your own standalone. I see so much potential in this.
A very solid experience! I love that you fight as a duo, although it also appears that everything gets stunlocked as long as you continue to attack, so the name of the game is "sac Evil to tank, then stunlock form behind". I can't wait for the game to get some sound effects and a bigger enemy variety, it's shaping up to be really fun!
I created a DDR in my game as well lmao, nice to see more people take this chance! I find it interesting that it's made in HTML+JS, did not expect to see this combination.
Can't quite tell how good the charting is because the indicators aren't very clear on when I need to press and the cursor sucks ass. Most of the time I have no idea how I'm missing notes because it feels like I should hit them and I'm doing nothing different from the nots I'm hitting, but it's just not hitting. I feel like the timing is a little too strict and the timing window a little too forward. The charting might be a tad off as well in places.
The idea is very good tho! I'd love to see this cleaned up with a better UI and indications, and I think this would be an extremely fun rhythm game! Would love to try it out again after ^^
The battle menu navigation didn't feel the most smooth, but the overall battle experience was quite positive! I find it funny that you can attack yourself. I like the map layout and design, very "A Koopa's Revenge"-ish. Would have loved more enemy variety. I also couldn't tell the difference between Evil's 2nd & 3rd attack, other than 3rd one costs more for no reason, making 2nd one just better. I also ended up not finding Shock and Shield overly useful, probably since I can kill everything fast enough and there's no scary enemies/attacks to look out for - they're all the same, some just have more HP. Overall tho, a genuinely pleasant experience! Thanks for make!
I did not expect to be fighting Minecraft zombies, Navi clones, and smiling Tetris pieces in a Neuro-themed Vampire Survivors clone, but here we are! The world is full of surprises.
A pretty alright experience! I reached the point where enemies stopped spawning and the game crashed, so I assume I completed it lmao
After some testing, it seems the best meta is to: (1) Use ice, (2.A) If wet, use wind (2.B) If burning, use ice again (2.C) If cold, use fire, (3) Repeat.
To my knowledge, Difficulty 4 seems impossible, because:
1) 2.B leads to opponent doing a fire loop (you're locked to doing wind or ice to remove burning, and neither does extra dmg because their ice was removed)
2) 2.C leads to opponent doing an ice loop (you're locked to doing fire to remove cold, but ice->fire doesn't deal double damage, and even if it did, after 1st atk, you can't do any more reactions, because none remove cold)
Overall, a very cool game! If you can optimize the world in the background to not eat all the PC's resources, tinker with the reactions a bit, and maybe add a few more different opponents with different strategies, you've got yourself a full package of a game! I thoroughly enjoyed, thanks for make!
I feel like if this game had some more time to cook in the oven, it could have become something similar to "Neuro-Sama's Woodland Adventure" from last game jam, but unfortunately we were left with something that's very barebones. It runs smooth tho. Add some extra boss attack patterns, improve some visuals, add some sound effects, and you've got yourself a game!
The game was like 2 minutes long. I feel like the moment I got used to the grappling hook and was looking forward to more platforming to test it out in, the game just ended. I would definitely expand on this game, it's very much lacking in content in its current state, but it's building up to become a promising result if properly executed ^^
Wish there were some instructions in-game to tell me what I'm supposed to do. Luckily I had enough time in the confusion to look at the game page, which then allowed me to complete the game within a minute flat. I wish the experience was longer, would have loved to see more complex recreation puzzles from flashbacks.
Today I learned Itch.io app exists, which skips the whole "interrupted download cuz virus" nonsense.
Was the effort worth to play this game? Surprisingly, yes! I got quite invested in this fun "tower defense-like" game. I wish the game had a pause button tho so I could read what the towers did for a more strategic approach (The Archive is super op that turns the game into chaos mode, and I got one immediately lmfao), although I didn't actually see a "lose condition" in this game, so it probably didn't matter anyway. The game eventually became "Step 1: Wait. Step 2: Place down Archive. Step 3: Spam down structures before they get removed from your inventory". I was entertained nonetheless xdd
Also, like Faraen said, Neuro fighting would have been nicer as a background feature. Once game got chaotic, my gameplay got interrupted more frequently than Neuro's TTS in a group call :p
I actually had this exact vision for a game boiling inside my head for months, but I just never started cuz I didn't think it'd be worth the time. But when the game jam started, and the theme literally matched my idea perfectly, I knew this was my calling. My goal never was to create any innovative gameplay, but to tell a fully fledged story, backed up by a colorful world. It was a very ambitious project, but I barely managed to finish it in time, and I'm glad you enjoyed it~~ ^^