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Obo's Run's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Engagement Level | #2 | 3.385 | 3.385 |
| Humor | #13 | 1.615 | 1.615 |
| Creative Controls | #15 | 1.769 | 1.769 |
| Overall | #18 | 2.046 | 2.046 |
| Freedom to Improvise | #20 | 1.308 | 1.308 |
| Originality of the Idea | #20 | 2.154 | 2.154 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What sets were used in your game from Craftpix.net?
Main character, NPCs, visual effects, tileset and background.
How does the game fit the theme?
Obo will run here until the end of time!
How many people are on your team?1
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Comments
Nice game! Sometimes it's not clear if an enemy has a bow or not. Good job
Nice! The archers were a bit hard to play against, but only because it was a bit hard to tell when one had a bow. I enjoyed playing this!
Thanks so much for taking the time to play and leave a review! I'm glad you enjoyed the game.
A solid entry. Very smooth gamemplay and nice implementation of the assets. The idea of incorporating battle into an infinite runner is pretty good, and you have implemented it flawlessly.
Enemies could always ready their weapons. That way it would be easier to differentiate between archers and close combat enemies. Also, my first instinct was to duck against arrows, not trying to jump over them. Learned the correct reaction the hard way.
I had a strong start, but then the game became pretty repetitive surprisingly quickly. I wonder what other obstacles could be added to keep the gameplay fresh over time. Maybe one that requires jumping and attacking at the same time, or jumping and sliding mid-air. Also, I really missed a health power up. Would have been nice a few were scattered between the obstacles. Maybe some of the villagers like a priest could heal you for not killing them.
The controls' layout was also not the best for me. I was wondering if there would be a way to control the whole game via mouse. Or even better, to control it only via drag movements, like the infinite runners on mobile. Up, left and down gestures would cover everything. And maybe you could come up with something for the right gesture too, like a parry, or a backward dash to avoid a falling rock or a huge demon's axe.
The genre itself, even with the battle mechanics added to it is still pretty limiting if we look at it from the perspective of improvisation. So, I can't even come up with an advice related to that.
But in the end, it's a cool game, so well done.
Thank you so much for such a great and comprehensive review!
For distinguishing archers from melee enemies, I think it's actually fairly easy to do by the distance to them; archers have a large "dodge space" in front of them.
I did have health power-ups planned to be scattered around, but I could never find the right visual and sound effects to make them look and feel good, so I ended up scrapping them.
To add more variety, I thought about making the level multi-tiered, giving the player some route choices during the run, but that would require a significantly more complex level generation system and a way to evaluate the future route.
I also sketched out moving rocks that you would need to jump over or slide under, depending on when you approached them, but I looked at them and decided they were too complicated for such a short and simple game. There was also an archer high up on a rock, shooting from there with no way to kill him, but he ended up in the trash as well because he didn't seem very interesting.
In the end, it seems like I didn't really want to complicate this game too much, haha. I don't know how common that is in game jams.
Regarding the controls, I can't really say much. I'm an avid PC gamer, so I just went with the spacebar + mouse controls that I'm used to. Leaving only mouse controls (making it more mobile-like) never even crossed my mind, because, well, I'm a PC gamer! Plus, precise timing and confident control are so important in this game, and I feel like drag movements would make that nearly impossible and often frustrating.
I'm very glad to read your review and thank you!
The game at the initial speed is alright, but I tend to make a lot of mistakes from just dropping attention. But once the speed picks up, it becomes way more engaging and fun! Replaying the game felt like "getting through" the first two minutes, where you do have to focus, but you're not very engaged, before getting to the good part in the loops afterwards where the game really challenges you. Thus, I wish the speed increase rate was faster, or maybe at least that the first "loop" was shorter?
Also, I would have just quit without understanding you're not supposed to kill humans if not for that one other comment.
Fun game, good work!
Thanks so much for the thorough feedback! I totally get what you mean about the initial pace, the intention was to ease players in, but it can leads to a bit of a 'getting through it' feeling. You're right, I think it's a common problem in a lot of games - wanting to skip the early stages once you're familiar with the mechanics. I actually considered shortening the loops by 1.5-2x, but I second-guessed myself, thinking it was just overthinking things near the deadline. It’s hard to distinguish helpful thoughts from harmful once you have something ready, I found that thought harmful. I really appreciate you taking the time to share your thoughts!
goojop
Thanks! Earning the 'goojop' seal of approval was my mission!
Nice game, great use of art as every element looks to be consistent in style. What stood out to me is that the arrows being shot at you can be a bit tough to notice, but I suppose with time you learn to watch out for them. I had fun playing this!
Thanks! Glad you had fun! The arrows are definitely intended to be a challenge at first. I didn't want it to be too easy! Personally, I often rely on the sound and animation of the archer to time my dodges – give that a try!
fun game and i appreciate how you put the assets together to create a great atmosphere. nice work!
Thanks for the kind words! It's great to hear you enjoyed the game and appreciated the atmosphere!
it took me sometime to understand the gameplay. The game was super addictive and fun XD!
Thanks for playing! "Addictive and fun" is what we aim for! Out of curiosity, what part of the gameplay took you the longest to understand?
1. That we don't have to kill normal people.
2. We can avoid Arrow by jumping. Earlier I was trying to break it using sword.
Thanks! I've been thinking about adding more tips on initial screen (especially about the civilians), but I'm not sure if I can make changes after the jam submission..