A very creative take on the theme with solid art direction to boot, could very well be expanded upon to truly feed player's innate invincibility complexes
RemixPhoenix
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Very creative take on the theme, I didn't even know about people being able to have an invincibility complex till this game. The art direction seems cohesive enough and the gameplay feels like running a slot machine in that I have no control over the outcome once the coin is flipped or the vial is chosen,which while fun the first few tries, becomes somewhat stale as there aren't really any lasting consequences to failure or success in the flips or ways to manipulate odds. Giving the player options to manipulate the odds in or against their favor or having the player's choices affect gameplay more heavily would help to feed into the invincibility complex I feel.
This game is alright and I do like the mechanic of coming back stronger after every death but it could definitely use work in making the direction of where exits are more clear as I had to stumble around the room to look for the exit. The art direction is also not too clear, could likely use a makeover with a clearer vision in mind. The melee attack also felt a little clunky to use as I had to effectively either facetank the enemies head on or attempt to kite them with an attack based on character direction which doesn't feel as good. All of what I mentioned may sound a bit discouraging but I believe with these changes and more additions to the game over time. it could be a really cool game.
Addicting game loop, I think I broke the game with punch because I ended up getting a score of 50 before I decided to stop so that I could rate the game. Balance wise I think butwhyguin could use a buff as they seem to not have as much value as the other legendaries and I ended up not using him despite getting one of him.Apart from the balance suggestion, I would also suggest to increase the space in which you can place your totomons as I noticed that the lack of space in which we can position the mons leads to the inability to control which mon frontlines when one of them gets too many speed buffs from leveling up. This caused my crocodilo to commit die by going to the frontline before my tank mons could get there. Could also maybe let the AI enemy scale beyond level 99 as once I started reliably beating the level 99 teams it got boring as my team would level way past 99. Hope this advice helps with the game.
If you rate my game and leave a link to your game, I'll rate and provide feedback for your's when I am next awake, also feedback on my game is welcome(Edit: Here's the link, I forgot to put it here lmao https://remixphoenix.itch.io/ballpit-brawl)
Here is my team's game
https://itch.io/jam/game-name-game-jam-1/rate/4439912
Thanks for the kind comment!
Funny enough, I started working on Thrill of the Hunt before the jam's theme was revealed thinking the jam didn't have a theme. Which is how I ended up trying to make a full on battle theme of sorts. Then when the theme had been revealed, I realized how far apart the song's idea wa compared to the theme.
This made me question whether to scrap the song and start anew or attempt to make it fit into the theme. You likely know of the choice I chose, but it was a very fun choice I'd do again.














