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Paper Monk's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #11 | 3.556 | 3.556 |
| How do you rate the game overall (you can consider fun, dev time, etc.)? | #33 | 2.556 | 2.556 |
| How well does the game fit the themes? | #34 | 2.889 | 2.889 |
| Audio | #35 | 1.111 | 1.111 |
| Gameplay | #35 | 2.333 | 2.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
2 people, 3 hours
Comments
Not sure if it was a bug, but the punches didn’t seem to do anything for me. I really liked the visual style, the dodge window felt too tight at times, which is a bit frustrating, but overall it’s a cool idea with a lot of potential
Really loved the art, and the idea for the game! But as others have said, a couple of issues. First, for me the punching did nothing to the first enemy, is that a bug? EDIT: Just played some more and noticed that one of the upgrades 'Papercut' lets you damage enemies on dodge - I appear to have that by default, I'm doing 30 damage per dodge and don't do damage with punches.
Second the timing of attacks - in a response below, you said you think the issue is the "unintuitively long exclamation-to-attack delay".
I would argue that the delay is fine, but instead the window of time during which the player is actually invulnurable/dodging after right-clicking is very narrow, combined with the enemy seemingly attacking in the middle of its animation, rather than when the character model hits you. I'd personally have a play around with that and see if it's more satisfying/consistent to play
Overall had good fun, great submission to the jam!
Hey, thanks for playing!
No, the punches are indeed 0 damage, quite low on power, I would say.
Papercut is slightly different, enemies take "fatigue damage" every time they hit you, buffed by poison, and papercut lets you chip them between attacks.
As for the attacks...it's a bit of both, but less delay between alert and attack makes trigger-dodge on exclamation mark actually work, so it is easier with just that.
Art is lovely, the line drawings are really charming! A nice selection of powerups too - cardboard was my favourite, but loved the range available and particularly the art for these
As others have said, dodge timing is pretty unforgiving, although consistent and fair once I got used to it - think it'd benefit from a slightly gentler difficulty curve with more leeway in early rounds, but I still I made it to scissors after a few tries :)
The art here is fantastic. Also the power-up system. I´m truly impressed, for me is the best on visuals of all I played in the jam…
But the mechanics are frustratingggggg. You need to dodge in a very tiny timeframe… And if you die, you have to restart at the first enemy. I couldn´t pass the second enemy (even with a cardboard shield hehe). It has a lot of potential, but for me it´s nearly impossible to play. Maybe with a auditive feedback the dodge mechanic could be easier, but making the game less difficult is better.




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