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A jam submission

Psycho BurstView game page

Fast combat and anime girls
Submitted by Yamatsu (@MadeByYamatsu) — 29 minutes, 56 seconds before the deadline
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Psycho Burst's itch.io page

Results

CriteriaRankScore*Raw Score
Ambition#24.3004.300
Aesthetic#24.5674.567
Stealth#143.7003.700
Overall#153.4073.407
Sound#183.5673.567
Narrative#203.3003.300
Play#263.3003.300
Horny#283.3333.333
Novelty#333.1333.133
Harmony#622.5672.567
Kink#632.3002.300

Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

the art here is super neat. i remember seeing some of it in the discord during the jam but seeing it all here it really is impressive how much quality art you put together.

i found the number of choices at the beginning a bit overwhelming, so after somewhat thoughtfully assembling my own gear i just gave the ladies basically random choices. once i got to the actual gameplay i was a bit scared of running out of ammo so i figured i should mostly try to run past everyone... this strategy worked great but also meant the gameplay ended pretty fast lol. after going through a bit a second time i think my strategy seems decent though. chewing through all the guys does use a lot of ammo and takes a lot more effort than running past them (and my bad build seems to result in at least one of my helpers dying).

i agree with some other commentors that having companions accompany you on the missions is quite fun. i definitely liked seeing them gun down the enemies. i feel like the companion AI already has a decent amount of "personality" at least in the things i noticed (might have just been due to the weapons i assigned them?) and could definitely be taken even farther.

Submitted(+1)

Love the world and the characters! Big fan of the "mech" aesthetic, and I think you did a great job capturing it.

Really impressed with the amount of customization you put in. Bet you had some trouble with the balancing, haha! It's clear you wanted to do a lot with this project. The amount of things you did get done in a month is impressive!

If you keep going with this, maybe more passes on the balancing and enemy variety. They felt a little bullet sponge-y at times.

The art is phenomenal. Love seeing cum on a robot hand.

Submitted(+1)

Cool little world you've built here. I love the artstyle,

I don't have much experience with 'mechs' and 'loadouts' but your UI was pretty intuitive, even for me.

If I had to give feedback for where it could be improved, I'd say the character movement feels a bit slidy. Also I'd love to see 8 directional character animations, that would really ground the characters in the level.

I don't know if you have plans to continue on this project but I can definitely see some scope for expansion here!

PS - Kairo's metal claws? Ouch.

Developer (1 edit)

Ty for the review! The slidyness is very much intended, long term I want high speed parts to come at the price of extreme slide, max speed vs control kind of thing.


The vibe I aim for is Skating around the battlefield, reason why I made it slide.

Submitted(+1)

Beautiful artwork and character designs. The amount of artwork on display in here is no small feat either.

The combat was fun, if a little straightforward. I feel like the enemies could've used less health, or more feedback when taking damage and some more variety in enemy behavior would have been nice. On the other hand I really enjoyed the companion AI, they felt really dynamic and added a lot of extra flair to the combat - although I sometimes lost them in the chaos. Have such active companions definitely made me a lot more excited to mess around with their loadouts.

All in all, very impressive work given the time allotted. Kairo is cute :3

Submitted(+1)

Oh damn this was badass. Incredible artwork, especially the mechanic designs are effing gorgeous. Characters looks amazing too and have loads of personality. Really felt I stepped into a living world. Kairo is awesome.

Gameplay is quite cool, zooming around in a mech suit felt great. The AI seems pretty good too, really felt I was dueling with some of the enemies, but trying to hit them with a slower weapon felt pretty rough. Don’t know if they have baked in randomness or if the movement is just so complex I can’t see a pattern. And very beefy customization. Don’t have a 4 button mouse atm so it was great I could balance it out with armor and beefier m1 and m2 weapons. The customization menu works and looks great, but I would have loved if the equipped item’s button was different color or something. Also the music is dope, though it stopped looping sometimes in the customization menu.

And I can’t believe I got a whole visual novel with my top down action shooter. Really enjoyed it, great writing and art.

If you end up updating: I would have loved a bit more juice when you hit an enemy, small pushback for example. And an explosive weapon would be a dream.

All in all stellar job. Ambitious project and great execution. Could totally see this as a commercial product with some more levels and a bit of polish.

Submitted(+1)

Holy shit, like.. 10/10

Submitted(+1)

Whoa - the art in this is gorgeous. I remember you mentioning in the discord you wanted to play to your strengths with it this jam, and that absolutely comes across . Each new piece, both safe for work and NSFW, that came up through interactions and menus was a delight. The world/setting is also super evocative - not something I expected to come out of this game jam at all, but it definitely left me with (good) questions as to what's going on here in the first place.

The loadout system was unfortunately pretty overwhelming - it was hard to tell what stats mattered and the lack of any matching armour sets to guide selections further compounded things. Ending up in the first mission with no guns or armour on whatsoever (since I'd only equipped them to my teammates) was a wee bit awkward! Different feeling guns and more diverse AI like you've mentioned in other comments would definitely improve things, too.

I can definitely see why so many people were excited for your entry!

Submitted(+1)

Beautiful game with a lot of very cool ideas! There are more detailed and unique illustrations in this game's single sexual event than in some of the lengthy visual novels I've played! I love the environment and character sprites, they offer a lot of visual storytelling for the world you're making. Lots of well-timed sound effects, and Fluffy's music fits the atmosphere of every event perfectly (you just need to set it to loop).

The loadout system is very interesting, there are a lot of squad customization options! It may need a bit of refinement to be make the choices a bit quicker and more intuitive, there are a lot of stats and it's not immediately apparent what you have equipped. The combat was fresh, fast-paced and fun! I haven't seen anything quite like it before and I think it's got a lot of potential after a bit of balance. I think there should be a big difference between weapon slots to make the buttons you press feel more meaningful. For example, left-click could be something common with lots of ammo, right-click holds slow powerful gun, while the other buttons may hold situational arms like flamethrowers and rockets. Right now I just want to shoot with everything, so I'm trying to mash 6 different keys at the same time.

It takes an incredible amount effort to make something like this, and congratulate you for getting so much of your extremely ambitious concept done so quicky! Your characters are fiercely adorable, and I am very much looking forward to seeing more of them and the world that they inhabit!

Developer (1 edit) (+1)

Ty for the feedback! For the weapon customization system I will mostly be following the armored core formula, you can equip duplicates on the 1 and 2 slots, but there are small differences in available items depending on the pool, L2 and R2 shall have a lot of missiles and overall heavy weapons while the L1 and R1 slots shall have melee options. In the post-jam release I plan on adding template loadouts to make it less tedious ( They won't be good builds, just functional enough).

I lacked the time to make weapon types that felt really different, there will be plenty of high-damage guns that for example have only 30 shots the entire mission, once I add weapon range limitations and different weapon types, most loadouts will force you to use your weapons carefully instead of just mashing them.

Additionally I need to make massive changes to the AI, it's hella broken and barely works. And as you pointed out, the music doesn't seem to loop.


And as an additional note, knockback and recoil aren't even implemented yet lol.

Submitted(+1)

Very ambitious undertaking. (sorely could have used an automatic outfitter or default loadout given I went into the combat mission with two characters not having equipment, oops) I like the idea and what's been made of it so far, and the art is fantastic. (Fluffy's music is also pretty good)
Definitely room for expansion!

Submitted(+1)

To quote my comment on your last project:

I'm in awe of the graphics here. The backgrounds are intricate and detailed, and the character art is super expressive. I would 100% read this as a graphic novel if you'd ever felt like putting one out.

This continues to be true. Your illustrations are absolutely gorgeous.

I like the gameplay too! Even if there's just the one level with no boss battle right now, this is a very solid foundation to build on, lots of stats to manage.

Submitted(+1)

fantastic character designs!!

Submitted(+1)

your art is amazing as always!

Submitted(+1)

The art is GORGEOUS

I really felt drawn in by that main menu art

Honestly though I only got though armor custom (I can tell Seja is best girl already) and the NSFW scene (well done!) before getting stuck ;-; a little past Kairo, I got stuck at the ship's left "claw" and couldn't continue

Developer(+1)

Ty!  I will have to fix the map hit-boxes post-jam ig, thank you for telling me about it tho.