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Dragon's Tail's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #29 | 3.500 | 3.500 |
| Accessibility | #38 | 3.200 | 3.200 |
| Originality | #39 | 3.600 | 3.600 |
| Fun | #42 | 3.250 | 3.250 |
| Overall | #44 | 3.286 | 3.286 |
| Graphics | #51 | 3.500 | 3.500 |
| Theme | #65 | 3.500 | 3.500 |
| Controls | #135 | 2.450 | 2.450 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.1-rc1
Wildcards Used
One-handed, Feeling Chemistry
Game Description
Fly as a dragon and destroy yokais!
How does your game tie into the theme?
The longer the body, the more powerful you become
Source(s)
N/A
Discord Username(s)
MentalSmoge
Participation Level (GWJ Only)
1
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Comments
I like that picked-up boosts also make up your hit points—great idea. Stylish visuals and music work well together. The game is too hard for me, though. If only there were about 8 times fewer enemies XD
Have you ever though ‘I want to be a Wyvern from Terraria’ ?
Well then, this is the game for you!
Things I didn’t like:
But damn! Amazing game for solo 1st Godot Jam!!
Thank you for a funny comparison :). Though I was not the only one who made the game, 'Chaster version' made the sounds, music and background - I wrote it in the main menu, but should have also did this on the game page, oh well. Also, I made sure that enemies shouldn't spawn on top of you - but I check it only for dragon's head :), whoops
Awesome game. I felt like green pickups didn't help at all, had to go around it
dang that's a neat idea! nice cohesive art style and audio. I do wish I had an easier time figuring out what the different orbs do. Also, if you go to the next level while there is still projectiles on the screen, they will be in the next level and can hit you.
Really cool concept ad the music slaps good job!
Smooth, fun, complementing mechanics! I beat all the levels and the boss.
Combining upgrades, which also represent your health, which also slow you down - that's an elegant way of integrating several mechanics together! Really impressive.
Congrats on a fantastic entry!
Superb! There is very little to complain about, all the elements work really well together. I love the powerup/health/slow design, especially on the boss where avoiding more complex projectiles really came into play. I also appreciated the level skip, though I was able to get through all of it. It understandably looked weird when I’d forget to move the mouse but I’m not really sure there’s much to be done about that.
Thank you! Glad you liked the main game design idea. I agree about the jittering around cursor - I don't know what to do about it either. Well, as for the gamepad it is solvable (just fly towards where you tilt your stick, circle around when you don't tilt), but a mouse on the other hand... Slow down when you almost approached a cursor? It is exploitable, as you will have more time to shoot at the enemy... :(. These things are hard to wrap your head around
Maybe you could check for the angle change of the head, if it's an 180 level turn, have the head turn by itself a bit before following the mouse again.
Thank you for a suggestion! Yeah, I come up with something almost identical. I made that head always turns to cursor not immediately, but gradually. At the first glance it's almost a perfect solution, but further playtesting is required
Wow, challenging but not impossible, i loved it, and the boss was really impressive
Really cool and fun game. Original. Loved the music!
Really enjoyed the color scheme and over all aesthetic. The controls were a bit tricky. I almost wanted the character to start slower so I wouldn’t go towards the enemies I was trying to shoot. Also could be nice to see some sort of countdown for the wave, or was I supposed to kill all the enemies? I didn’t make it past the first one...
Thank you for trying out the game! Good point about having no way to tell when the wave will end - a number of enemies remaining would really help. Sorry for troubles with difficulty - we didn't have time to playtest it properly :(. But if you want to see and try out the boss, you can do that via warp zone in the start menu, some says that it easier than waves)
Really nice game, I loved the designed choice that upgrades act also as your health !
A fun arcade game with a cool aesthetic. Was happy to see both enemy variety and cool animations. The instructions were very helpful but if they were both mandatory and reworded slightly it would have taken the onboarding to the next level. Great job! - ANTIHERO Harley
Thank you! I'm pleased that our efforts for building an aesthetic were not in vain. I didn't thought about a mandatory tutorial - although if we will develop this prototype further, there should be fully fledged tutorial, rather than just a bunch of text :)
Super neat! Split shot seems like a downgrade though, lol. Controls a bit rough, but still playable.
Great work!
Thanks! You are right about split shot - however, I imagine that it's worth it from 3 shots and onwards. Additionally, it can be helpful to move and shoot at the different places, for example to avoid projectiles
Really fun gameplay - a little difficult by wave 2 though. Music was really good though
Glad you like it! Unfortunately, we didn't have enough time to playtest and balance it properly, so it's a miracle that the difficulty is bearable (after submitting I feared that the game would be too easy :) ).
Killer soundtrack and loved the graphics, the controls are a bit clunky and unforgiving specially the shooting