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Tsunde-Reaper's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #13 | 3.500 | 3.500 |
| Innovation | #19 | 3.308 | 3.308 |
| Overall | #22 | 3.292 | 3.292 |
| Ambience | #24 | 3.385 | 3.385 |
| References / Humor | #26 | 3.346 | 3.346 |
| Theme | #33 | 2.923 | 2.923 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A fun cute little game!. The littl esoundbits are a joy and its fun to play it over and over and see how much further you get the more you get used to it!
just wish i was better at it lol
Nice, glad that it was fun enough to be repeatable!
I do tend to make games that are a bit hard so I have to be more conscious of that and give players more tools to understand how to win efficiently and/or tweak things to balance the difficulty.
Thanks!
Sending those little guys flying was very satisfying. I adore the PSG style calli. My only critique is that attcking those guys with the flowers never felt like it did as much as it should since it always took two hits while everything else took 1
Haha glad you enjoyed flinging the little guys and the artstyle.
Ah yeah so those are meant to be tougher than the other enemies on but I only expressed that to the player with having the health bar longer than the other enemies. I think its best for me to try and make a more clear sign that those enemies have more hp (or just lower the HP if I cant).
Thanks for the criticism!
I really like the deflection and kicking the small deadbeats to defeat range enemies. It is harder to see the middle lane as Mori will be blocking the view.
It would be great to be able to use points to heal.
Nice, glad you enjoyed those mechanics! Ah yeah it was hard for me to get the right camera angle that I wanted so that Mori wouldn't block as hard but its something I may tweak in the future.
Also the health options are on the far right of the upgrades! (It raises both current and max hp)
Simple but enjoyable game, I like the punting of the little deadbeats! Feel like there's a bit of delay when performing attack without the upgrade, so I do find myself taking quite the beating of the bigger deadbeats. The upgrades are nice touch in progression and not too generic. If given more time, I think having feedback when player hit the Deadbeats would be awesome!
For the models, I love them! Reminded me of PSG by Trigger (Love those unique SD looks!). Nice job!
Thanks! Yeah the delay and overall difficulty with the bigger deadbeats is something that I'm actively looking into because I still want to add more time into the game. I appreciate the feedback.
Thanks! Yup PSG is a big inspiration, thanks for enjoying!
I really like the visual style and love the audio :)
I think the first swing could be faster, right now, I have a feeling like the character has lag when I click the attack. There are audio cues when the character is hit, but not much visual cues.
I like the idea of parrying little ones and use them as a bowling ball :D
Thank you, glad it had nice visual and audio aesthetics!
Hmm you do bring up a good point. I may have focused a lot on how the animations "look" but not as much as how they function. The time between the player pressing the attack button and the enemy taking a hit is a bit long and explains the lag in a way that I didn't quite think of before. I'll look into tweaking that and more visual queues once I decide to update this game sometime after the jam.
Thanks for the insight and I'm glad you liked the deadbeat bowling balls!
The Panty and Stocking style Mori Calliope model is very cute! All of the assets are well made and the game is fun to play! A suggestion would be to make it clearer when taking damage, with like some impact particle effects or sfx or something. Regardless, I had fun!
Thank you for the kind words!
You're right, there definitely could be more obvious signals to the player that they're taking damage. I'll keep that in mind when I update the game after the jam. Thanks for the insight and enjoyment of the game!
All the models were so cute!! I really loved sending the little deadbeat flying across the screen LOL it was so silly. In general I had a good time with the game, managed to get a run with nearly every upgrade. I like having to manage your HP specifically because holy shit I was barely scraping by once I reached the last level, but it also made me have to actually choose my upgrades carefully. Granted, once I had auto-reflect I was able to cakewalk the boss no problem, but the runs I had leading up to that had me real tense.
I do think attacking was a bit clunky (those tall deadbeats have damn hands holy shit), but it got a lot better over time as I was got used to it. The reflect mechanic in general was helpful period, I'd usually just let one of the ghosts have their lane for a while as I bounced back and forth. Overall, super fun entry.
Thanks! I'm happy that the silly mechanic with the little deadbeats was enjoyable haha. The upgrades were meant to be a system that rewards players that clear as much enemies as possible and gives the player gameplay-altering options that fits their playstyle more and keeps things a bit fresh and I appreciate that you took the time to them all out! The game is challenging but I tried to make sure the challenge felt worth the playthroughs.
Ah yes the attacking is something that would have taken me a lot longer to fully polish but I tried to get it to a point that was at least enjoyable. Glad that the mechanics were fun, thanks for playing!
Fun and great looking game!
Your Calli 3D model really stands out and the animations are really well done. Visually, the game presentation is excellent.
I like the upgrade system, which gives the game a higher replayability value. However, at the start of the game the attacks are a bit slow so it feels like it's impossible to clear without taking damage from the tall deadbeats. Once double hit is unlocked, it becomes more manageable.
The yellow hitboxes on the floor were a great help to calculate the hits on the incoming deadbeats.
I wish there was some sort of checkpoint to retry the last stage played and the option to choose to start over. I think the furthest I got to was level 3. Probably skill issue. XD
Great game! :D
Thanks for appreciating the model/animation work! Working on character visuals under a tight schedule was my top priority so I worked on that the most early on.
That makes sense. Based on your comment about the attacks and some of the insight of the other devs in this jam, I will most likely change basic attack coding to make the early game fight learning curve a bit less steep. The idea was the create and upgrade system that provides fun solutions to problems that the player will eventually run into, but it seems that the players can run into problems pretty early on haha. That on top of a tough checkpoint-less system can effect how people enjoy the game. Changing that will help more people make it to the final boss a bit easier haha.
I'm glad the game was good regardless of everything! I plan on revisiting this game after the jam is over to make it a bit more presentable and fun as well on top of fixing the aforementioned issues... and if I have more time I'll add cutscenes and a game completion reward that gives the player a new Mori outfit that changes the gameplay style completely (Sheriff Mori with that crazy gunscythe, primarily using ranged attacks )
Thanks for the insight and for the jam!
Fun game!
I liked the upgrade system, going in I wasn't expecting a mechanic like that, it was cool to get more powerful as the game progressed. I won't speak too much on controls since pretty much everything's been said already.
I will say that sometimes hitboxes felt like they lingered/tracked a little too long? Felt basically impossible to avoid damage from the large skeletons sometimes. Maybe that's just a skill issue on my end.
But the models looked really clean, same with the animations - the time you put into them really shows!
And props for using Spiral Tones, I haven't heard that song in so long, I didn't recognize it at first!
Great work and thanks for submitting!
It was a bit of a challenge to add that upgrade system mechanic but its something I wanted to work on learning so I threw it in despite the trouble it would cause haha. Wanted to make this small game a bit more fun so I gave it a shot. Hitboxes definitely could be better with tweaking of turning the hitboxes on/off at certain times and I plan on working on that eventually. It technically IS possible to avoid damage from the large skeletons (attack them as early as possible before they hit you) but its not totally obvious to the player so that's something I need to tweak and work on to make the experience a bit better. Thanks for the kind words about the models, animations and music choice!
3D model work is absolutely great, excellent ambience. The controls were a bit stiff but I really liked the game. I wish there was some checkpoint system to retry a failed stage without getting kicked back into the menu and having to start over again. Nice submission!
Thanks for the kind words! Ah, yeah a way to retry the stage makes a lot of sense so that the gameplay itself isn't as hardcore. I'll work on a way to implement that when I revisit working on this game after the jam is over. Thanks for the insight!
Love the models and the animations! The attacks felt a little laggy, but having the yellow hit box help show where the attacks are was a great design choice, especially in 3d space from this angle.
Thank you! Glad the yellow hit-boxes helped. They were originally there to test that the attacks were hitting the right areas as intended but ended up leaving them in since its good visual aid. Glad it helped in some way to balance out the lagginess!
This strongly reminded of MegaMan Star Force! I liked the Models as well! This Calli style reminds me of Panty and Stocking as well! Very fun game indeed!
Yup I wanted a bit of PSG representation for this jam. I also wanted to have a similar combat design to MegaMan Star Force but have the player character somewhat face the camera instead. It became a challenge since I had to hand-animate everything since that's a weird angle but I'm glad it turned out fun!
No wonder why the anima looping really reminds me the SF MegaMan Idle! Noice!
That Mori model is SO GOOD!! Really cute game. As other commenters have pointed out the controls feel a little slow but I managed to adapt to it quickly. I like the choice of voicelines. Really nicely done!!
Thank you! I'm glad that it was quickly manageable. I wanted to completely change the way attacks work so that would take too long figure out. In the end I decided to just tweak it enough to make it somewhat fun. Thanks for the critique!
I wish there was a 3d category so i could put 5 stars there.
I think there i a little delay between pressing a button and calli doing the action. maybe its good in the downloadable version and it aint that big of a deal.
solid effort
I appreciate that haha.
Yeah getting control responsiveness is a challenge and also a learning lesson. Glad that it wasn't too big of a deal. Thanks for the insight!
Extremely impressed with the visual quality of the 3D models! They look soo good! Hope you'll reuse them outside of this jam game as well. The gameplay concept is pretty fun, I can definitely see this game expands more with interesting variety of enemies that require different strategies.
Control wise, it kinda feels a little sluggish (I think this is mainly due to having wide range of player animations, so each move requires the player to wait out the animation before their key input is registered) Maybe implementing some form of input queuing/buffering could help here?
Great job! Thanks for participating!
Thanks! Model creation was my favorite part so I put a lot of time and care into them. I'll see if I can find more uses for them in the future. Glad that the concept is fun and I'll see if I can learn how to queue/buffer the inputs to make controls feel a bit better. Thank you for your input!