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STRIKEOUT's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #8 | 3.944 | 3.944 |
| Controls | #22 | 3.667 | 3.667 |
| Originality | #22 | 3.833 | 3.833 |
| Graphics | #23 | 3.944 | 3.944 |
| Overall | #28 | 3.500 | 3.500 |
| Audio | #29 | 3.500 | 3.500 |
| Accessibility | #63 | 2.944 | 2.944 |
| Theme | #131 | 2.667 | 2.667 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.stable
Wildcards Used
One-handed
Game Description
breakout-inspired roguelike where you go from hook to hook to strike yourself into the Bad Guys™
How does your game tie into the theme?
The arena continuously grows as you go through waves
Source(s)
https://github.com/mich-gamedev/gwj-79
Discord Username(s)
@_michdev, @blackborzoi
Participation Level (GWJ Only)
1 before this, 2 now
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Comments
funky music and cool visuals! I absolutely dig the style here, and bouncing around feels satisfying.
the gameplay concept is really fun, I love the idea, but I found that it was a bit poorly balanced and it got quite repetitive. over the course of 25 waves it went from being too easy with no dangerous enemies at all, to six off-screen cannons that took shots while I was helplessly bouncing around trying to reach them.
there’s a bug where retrying doesn’t reset the waves or points, so I got to experience the later waves with a smaller arena — I think that was more interesting than spreading things out over a massive space… don’t get me wrong, I really like how the arena shifts in size and shape, but I think it got way too big beyond wave 20, as enemies spread out too thin and a lot of stuff ends up being off-screen.
also, I was expecting some kind of upgrade system since the description says “roguelike”. I think some active abilities to use while bouncing around would add a lot of depth to this concept.
overall good entry, just missing a bit of balancing and variation to make it great.
Fun game!
Hitting enemies at the right angle is really satisfying, as well as gaining speed. This was a smooth, and juicy experience. Very well made! The constant camera movement was really cool, although a tad vertigo inducing 😅
Really cool game! Final score 18-1381
This game is really great. Everything you’d want to see in a game jam game. Could make a little better use of the theme, but still wonderful!
Hi, I feel your thumbnail is not very engaging. I could not imagine what strike out would look like, or what that would be a type of game.
Then I started the game and was flashed by your menu, very cool animations and look and i thought wow, that might be really cool.
Gameplay seems fine at first, I like the indicator and bounce stuff which shows me where I would fly.
But I find to colors or sprites are not very well communicating what is going on. for example:
Later on there are red circles but they don`t hurt you, they only slow you down. maybe make them yellow? or green? to indikate that you only get slowed down.
Than even later on, there were some "super mario styled stars" and I thought cool, might be some upgrades... but they are enemy bullets^^
Also I imagine the "red enemys" which fly around, which "catch" you? are most of the time a good thing because you can launch yourself into them, and out of them again? so i would not classify them as really a enemy? therefor not red?
The Background and basic ingame graphic is ok, and I also think the weird "camera" effect or whatever exactly it is, looks cool. but I immediatly feelt nausiated like in some bad VR games with motion sickness.
Never thought that a 2d game could even do that ;)
Maybe you could add a slider or option to turn down or turn off that movement/camera effect?
Sound effects are ok. But your choice of music got repetetive very fast, I would strongly suggest to pick another music track, there is plenty free stuff on itch.io for example.
All of that sounds probably very negative, but I would just try to show you what I feld while playing and, where I think you could improve your game the most.
Hi, I feel your thumbnail is not very engaging. I could not imagine what strike out would look like, or what that would be a type of game.
Then I started the game and was flashed by your menu, very cool animations and look and i thought wow, that might be really cool.
Gameplay seems fine at first, I like the indicator and bounce stuff which shows me where I would fly.
But I find to colors or sprites are not very well communicating what is going on. for example:
Later on there are red circles but they don`t hurt you, they only slow you down. maybe make them yellow? or green? to indikate that you only get slowed down.
Than even later on, there were some "super mario styled stars" and I thought cool, might be some upgrades... but they are enemy bullets^^
Also I imagine the "red enemys" which fly around, which "catch" you? are most of the time a good thing because you can launch yourself into them, and out of them again? so i would not classify them as really a enemy? therefor not red?
The Background and basic ingame graphic is ok, and I also think the weird "camera" effect or whatever exactly it is, looks cool. but I immediatly feelt nausiated like in some bad VR games with motion sickness.
Never thought that a 2d game could even do that ;)
Maybe you could add a slider or option to turn down or turn off that movement/camera effect?
Sound effects are ok. But your choice of music got repetetive very fast, I would strongly suggest to pick another music track, there is plenty free stuff on itch.io for example.
All of that sounds probably very negative, but I would just try to show you what I feld while playing and, where I think you could improve your game the most.
Juiciest game this jam! Nice mix of fast play with pauses for planning.
I thought this was a really cool idea and had a lot of fun playing it. I think with more time this could be a really cool casual game. I think it could have been stronger on the theme (I didn't realise the arena was growing enough to really nail that as the link) and felt a bit motion sick at the end.
Quite an interesting game, however there is not a lot of content in the game, there is no development over time (or I didn't get to it). I think if you offer the player various improvements and add some bosses it will be awesome.
The visuals were super nice and the gameplay was surprisingly unique! I can never seem to get Godot to work well with pixel art in my games but you got it working perfectly!
This game felt so good to play and great music!
I've always liked bounce based games for some reason, but in your case you mastered the mechanic by making it dynamic an forcing the player to act fast. I loke the game!