I like the concept you had here, but I personally had quite a few issues with the game on my machine. It booted up and ran fine, but my experience felt buggy and unfinished. This was still quite cool though. I like how you tied it into the theme and the aesthetic you went for was interesting!
JamesWat
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Wacky but good. I liked the art style and the sound design and felt like they fit well with the overall meminess of the narrative that you went for. The combat was fun and the movement was nice and fluid as well.
My main critique would be that the tutorial could have possibly been handled a bit better, as I was initially a little confused about a few of the mechanics. Though the inclusion of a tutorial section was still quite nice.
I had lots of fun playing. Very cool submission!
While the concept wasn't anything incredibly unique, I though it worked quite well in this case. I really liked all the different ideas for the bosses (I thought the box was particularly clever) and thought all the sprites were great. That said, I do think the exchange element could have been more creative and the sound design could have been improved upon.
This was most excellent. I liked the art style quite a bit, as well as the music and sounds used. The movement was also really fluid and nice and I liked how punchy the character's attack felt. The bosses were well put together and I liked the way they fit the game's narrative. I also quite liked the dash mechanic and felt like it was a good fit for this jam's theme.
My only notes would be that a short tutorial would have probably made the game mechanics easier to understand before being dropped into the first boss. Oh, and I wish the game were longer. I had a lot of fun, so it was a shame it ended so soon!
I thought the art style was great, particularly in the cutscenes. That said, I found the controls (especially attacking) to be confusing and difficult to use. The absence of sound was also an immediate downside. Overall though, I still enjoyed it. Mainly because of the art, which I really did quite like. I found it nostalgic for some reason, though I can't place what it reminds me of.
The game, while simple overall, was functional and seemed complete. I didn't notice any major issues or glitches while playing. That said, the assets used seemed low effort and unoriginal (individually they were of decent quality, but I did not think they fit together exceptionally well) and the exchange theme could have been more creative. To me the game felt more like it roughly fit the themes presented than it was tailor made with them in mind.
The animations were quite good and I liked the sounds/music. I liked the guard mechanic, but didn't find myself really needing to use it.
My main gripes are having to replay the tutorial upon death and the delay I felt in the controls. I think the experience would have been much more enjoyable for me had it not felt like I was lagging constantly.
I quite liked your pixel art and the choices you made with your sounds and music. I felt like the game was cohesive visually and auditorily speaking. I also liked the feel of the movement, though at times it did seem just a bit clunky.
My main gripe would be that in some ways the game felt unfinished. I had issues pulling up the menu and the card exchange mechanic was underexplained.
This I thought was quite cool. I liked the art and the unique approach to a boss fight that you came up with. I particularly liked the platform placing ability, which I thought was a lot of fun.
My only note would be that it might have been cool to have the boss substantially increase in difficulty as you get closer to fixing every part of it. As it was, it didn't feel like it was building up much as the fight went on. I felt that made it fall a bit flat at the end.
I enjoyed the style of your game and felt that your chosen exchange was a good fit. I also enjoyed the music that you chose/created, though at times it didn't seem to fit quite right with the visuals.
As stated by previous commenters, I felt that one of the biggest issues I faced was my inability to accurately predict where my character's hitbox was. In a bullet hell style game such as this one, that proved to be quite problematic.
Additionally, I thought the use of fourth wall breaks was interesting, if a bit heavy handed.
I enjoyed the retro look and sound of your game and felt it aligned properly with the given themes for this jam. I also liked how each boss had a unique attack, instead of simply increased health, damage, and so on. That said, I found the controls somewhat difficult on a keyboard and felt like you could have gone in a more creative direction with your exchange.