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A jam submission

Paper MonkView game page

Unleash a flurry of very weak blows on your enemies.
Submitted by Zaglik — 1 day, 10 hours before the deadline
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Paper Monk's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#113.5563.556
How do you rate the game overall (you can consider fun, dev time, etc.)?#332.5562.556
How well does the game fit the themes?#342.8892.889
Audio#351.1111.111
Gameplay#352.3332.333

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

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Comments

Developer (1 edit)

bruh

Submitted

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

Developer(+1)

It's not a bug, your paper fists are quite low on power!

Submitted

oh my bad, that makes sense

Submitted

Really nice twist to "low on power" theme! 

Submitted (2 edits)

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!

Developer (1 edit) (+1)

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.

Submitted

Ah. Well, now I feel like a lemon! Thanks for explaining on all counts, interesting stuff!

Submitted

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 :)

Submitted (2 edits)

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.

Developer (1 edit) (+1)

I think most of it actually comes from an unintuitively long exclamation-to-attack delay, I accidentally made a Miyazaki special.

I have a friend-only version with a few bugfixes (and silly sfx), less delay makes it substantially easier.

Submitted

When the jam finishes, please update it in order to playing it again :)

Submitted

Wow timing has to be spot on for dodge. Cool use of art.