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A jam submission

Enchirus, The World Eater, Has A Tummy AcheView game page

Everything you've eaten is coming back up. Including your greatest foes.
Submitted by Jahju — 5 hours, 34 minutes before the deadline
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Enchirus, The World Eater, Has A Tummy Ache's itch.io page

Judge feedback

Judge feedback is anonymous.

  • WOW. This. was. amazing. Let's start with the concept: the idea of your own greed being what is bringing you trouble is perfect. A great interpretation of the theme. The models are on point. The music had me on the edge of my seat. I felt like I was fighting a DS Boss. As you said, the spitting mechanic feels amazing. I loved the mix between cutsie art style and you are gonna die, my guy. Please keep working on this! I want more! Recommendations: - maybe quick in-game hints on how to move? Took me a while to get that I could invul (like a roll in DS) with shift. - a bit more agility on Enchirus could allow for a more dynamic fight. I felt like Bjorn was quite forgiving with their attacks and waited quite a bit for you to attack or move. - a lock-in mechanic, so you don't accidentally aim to the side so easily. - separate movement from aim? Great stuff!

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1KkqNVG-hFunZZlgGNNJPjR-RjQQnJ4uK_FooD_E7OSs/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
YES!

Is your game set to public on itch.io so we can see it?
yes

Summarise your game!
Mechanics:

The game revolves around the central mechanic of spitting, this is how you will deal damage, spawn health pickups, spawn bosses etc.. The void dodging mechanic (right click ) serves as a way to give the player a lot of leeway to avoid attacks and is much more forgiving than a typical dodge roll. there is also a hop ability and it can help you have greater control than your default mobility. The hop is designed to be fun and quick way to express movement so it is cancelable into spitting and void dodging.

Story:

Enchirus is a god. Specifically a world eater. Enchirus gets into all sorts of trouble eating castles, planets, towns, and people. But Enchirus ate something recently that isn't sitting well in her stomach. You'll have to throw everything back up to figure out what it is. I bet some of the people you ate won't be too happy to see you again. The secret lore is that Bjorn is spiteful because Enchirus ate his entire family a hundred years ago at a picnic and he's been getting stronger day by day fighting in the void of your stomach.

Please explain how your game fits the theme:
Your body has become a weapon of your own greed. Regurgitate the enemies you fight against. Everything used as an attack comes from within your body. An alternate interpretation is that you're just simply a weapon of mass destruction.

Is there anything you'd like the judges to pay particular attention to?
I spent a lot of time making sure the spitting mechanic felt satisfying and the movement states were tight and flowed well into eachother.

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Comments

Submitted(+1)

Congrats on completing the jam! I unfortunately was not able to defeat the boss but we did get him down to about 25% HP. 

Great job on the art and music. The battle arena was pretty and the battle music was a banger. I thought our little world eater was very cute and it definitely looked like they stomach ache. I also liked the design of the boss. He was menacing but also kinda cute.

As for the gameplay I think the spitting mechanic is very unique I wonder if we could incorporate Kirby/Yoshi into it a little more? Like eating what we've just spat out? Or moving something to a second "stomach" as a "hold item" similar to Tetris. The idea being that it may be beneficial to hold onto a stun for when you only have grass to spit up, or to quickly get to a spire for damage. I did like how each item had a different "cool down" for spitting it up.

As for the movement itself:

  • I found the movement of our world eater to be very slow and clunky
  • The dodge mechanic is also clunky - I didn't like the penalty after using it although the time restriction was good. I've been playing a lot of Dark Souls recently so it was really punishing when I would be adjusting the character.
  • It also seemed like when I dodged and the enemy was doing a move he would adjust his hit based on where I moved to. This made it hard to even dodge.
  • I would've like to have a sprint or dash for how slow the player moves. This would also help with when you have a long ranged attack or a close range attack one after each other in the spit queue. Can use it as a gap closer/distance maker.
  • The jump is cute but really didn't do much. I used it to move slightly faster when I couldn't use the dodge.

Great job!

Developer(+1)

Thanks ! wow appreciate the time you took to write this comment. i think your feedback is spot on and reinforces a lot of what I've been seeing during the 10ish playtests I've watched. a stamina system (botw circle) would probably make the void dodging more intuitive. the Tetris hold idea is really good and the second stomach is a great way to justify it in the context. i briefly considered this mechanic for the jam but decided against it for timing and complexity sake, but i think it would really complement the simple fundamental mechanic of the queue. im glad you mentioned an eating mechanic cause in my head I've been playing around with the idea of sucking/eating things to re put them in the queue. in a full version of this game the world eater probably should have the ability to eat something lol.

Submitted(+1)

This is really well done congrats !

Only constructive feedback I can think of is that the delay after the sprint is very punishing and sometimes the camera when grows feels a bit weird.

Good job.

Submitted(+1)

Absolute beast this one. Loved the feel and the visuals. Very intuitive controls and nice boss fight! Really really good!

Submitted(+1)

YA SCREW YOU BJORN. This game was insanely fun! Great SFX, music, and models were awesome and great job doing the boss battle. The lag between moves was tough to get used to but it get it for sure! Loved this entry! Solo devs rise up!

Submitted(+1)

Before even playing it i saw it being streamed on twitch and didn't know anything so when the Bjorn reveal happened i almost died XD that moment alone launched it to my personal top 5. 
Crazy work for a solo dev, congrats on such a cool game! Keep it up! 

Submitted(+1)

Thanks for submitting your game to the stream. If you wanted to look at it again in the future heres the vod timestamped to your game (if it doesn't work your game starts at 2:01:18)


Submitted(+1)

this was a cute game!! I definitely did not expect a sudden dark souls battle lol but it was very welcome. i had a bit of trouble getting a handle on the controls and felt that maybe it should just always shoot stuff where the camera is facing. otherwise, I had fun on this short little adventure! good job getting ur game out :D

Submitted(+2)

I gotta say I thought the game was about exploring and throwing up grass. Imagine my surprise when it was a dark souls bear boss fight. 10/10. The only feedback is that in addition to the dodge there should also be a dash (or maybe the dodge speed could be increased) to make it easier to evade the spin attack. But other then that I would say the telegraphing was S tier. 

Submitted(+1)

I love the concept, really nice execution

Submitted(+1)

Great presentation. It's too hard but you already know that XD. I think is because you assumed everything know how boss fights from that genre works. Also if player had enough time to learn the movement better, it would be much easier to figure out how to dodge boss' attacks.

Submitted(+1)

The models, animations, and overall concept is really well done! But man is it hard.

Submitted(+2)

Characters are so cute! I really like the smear in the boss, Disney level animations! I agree with comments up to now, the game is really hard, maybe with more time you could master it. Would be nice to  be able to dodge for longer though!

Developer(+1)

Thanks Alex appreciate you, its funny cause i was worried during my own testing that it wouldn't be enough of a challenge, but its clearly not the case after watching some actual playtests. the post release version should address a lot of things that will overall make it less overwhelming.   

Submitted(+1)

I gave it another try and managed to complete it with another handful of plays. On my end, I think the issue was that I was using the dodge to try to run away while (if I understand it right) it's meant to be quickly turned on and off. It also feels a bit slower to respond than dodges I'm used to. I'd love to see you play it, maybe there's something you do that's obvious with dev insight that might not be as obvious for someone coming in blind.

Developer(+1)

yea your right, so their is an underlying system where it costs more end lag to be in the dodging void state for longer.  its just not communicated well enough. giving this mechanic more clarity would improve the experience a lot i believe. 

Submitted(+1)

Okay I was NOT expecting that. I absolutely love how unassuming the very beginning is and had a true WTF moment when the boss appeared. Suffice to say I was pleasantly surprised! I do wish I had some way to heal as I (a Certified Soulslike Master™) actually had some trouble avoiding damage, and five hits is not a lot. (…Or maybe I just need to get gud.) Truly amazing visuals and animation for “just a game jam.” I wanna see more! Amazing work.

Developer

thanks i appreciate that! i think making the hearts could pop up a bit more frequently in the queue or clarifying the ways to avoid damage better would help with that

Submitted(+1)

One of the things I like about Soulslikes (this one included) is the very oddly timed animations on enemy attacks. It kind of forces me out of thinking about what the attacks should feel like and gets me to actually watch the animations of the bosses for telegraphs and such. In short – I think the actual combat is really interesting and the animations are seriously polished. Of course starting over is sometimes frustrating – but that could be chalked up to being “part of the experience.” I really don’t have any actual complaints or serious critques. Y’all should be proud!

Submitted

I love the art style in this game it is so cute. The combat feels nice and once I realized you were invincible during the sprinting it made it way more possible to defeat Bjorn. I think sometimes it's a bit too long before you get something useful to spit at him, but overall this game was really fun and I enjoyed finally beating it! Great work!

Developer(+1)

Thanks for this, i definitely agree about the queue having a bit too much useless items