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NOW's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #46 | 2.973 | 2.973 |
| Visuals | #48 | 3.324 | 3.324 |
| Balance (Challenge and Fairness) | #48 | 2.649 | 2.649 |
| Overall | #55 | 2.730 | 2.730 |
| Audio / Music | #57 | 2.541 | 2.541 |
| Concept | #60 | 2.811 | 2.811 |
| Story / Writing | #63 | 1.405 | 1.405 |
| Use of Theme | #65 | 1.432 | 1.432 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Lyd (applejuiceenthusiast on discord)
Streaming Permission
Yes
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Comments
It's a simple game, but it plays quite well. I like the mostly telegraphed foes as well, judging by the animations. It's also very readable!
The music was rather quiet compared to the sounds, although I took a liking to it after I was able to listen closely enough. If you have a way to audio balance (such as by reading OBS's or a similar program's audio mixer), it may help the quieter audio in the game.
With that aside, the game was overall very serviceable, so I enjoyed it!
I don't understand why faeries run to you, it's so easy for them to get killed, I think an improved AI could make this a lot better.
I really like the 3D models.
Solid controls but needs more variety. Every wave (atleast up to wave 11 where i stopped) is just a single enemy at a time which isnt very difficult to deal with, even if they have different bullet patterns. Since you can kill most fairies before they shoot their bullets. And an indicator as to where a fairy is going to spawn before she does would help in the spawning problem that others have said.
I think this is pretty nice for the timeline provided but I do wish there was a bit more momentum to everything. Enemies take a long time to spawn in the early waves and them only coming one at a time is not the most satisfying thing. As cyrus said, enemies occasionally can just spawn on top of you which doesn't feel great either. but the MAIN thing I find myself desiring with a game like this is some sort of movement on my attacks themselves, like moving forward slightly with each light swing or being able to briefly manipulate and add a bit of force to the direction my spin attack will go, or even the inclusion of a attack that can follow up a dahs. That being said the art style is cute and I can see the potential, so good work!
Thanks for the feedback!
I plan on doing a post-jam update at some point in the future, both with the goal of fixing core issues with the combat (both with the movement/player controller itself and how enemy spawning works), and with the goal of adding some more content (I want to increase the variety of danmaku patterns, for instance). I’m definitely going to take this feedback into account; I did initially consider having the light attack move the player forward slightly, but decided against it out of fear that it’d cause frustration. In hindsight I should’ve went with my gut lol.
This was cute and fun! The controls were smooth and responsive, which is essential for a game like this. I also really liked flinging a bunch of bullets back at enemies, and learning their patters to time your attacks was really satisfying.
Sometimes enemies would spawn on top of me and start shooting right away, particularly the fairies that shoot a straight homing attack. It's hard to avoid them when they're right in your face, and its hard to tell where they are going to spawn. Other than that, the game was really balanced!
I'm not sure what the connection to the theme is, but I think this has a lot of potential if you wanted to expand on it for a future project/jam. Good job!
The basic gameplay is fun, I think it has a lot of potential. Also the 3D models are cute and I like the stylized UI.