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Annah Chronis's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #282 | 4.389 | 4.389 |
| Audio | #402 | 3.833 | 3.833 |
| Enjoyment | #1035 | 3.694 | 3.694 |
| Narrative | #1864 | 2.861 | 2.861 |
| Creativity | #3043 | 3.472 | 3.472 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You must protect a Time Looping Well by looping around monsters.
(Optional) Please credit all assets you've used
Mixed of homemade and pre-made assets.
See full description on the game page.
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Comments
I'm very impressed! Nicely done mechanic with a loop and extremely pleasant and juicy visuals! Great game!
This game is gorgeous! Loved it :D Gameplay is also a great base for something bigger. Would love to be able to store that sprint and use it when a lot enemies spawn, that would definitely give me more faith in those last couple of seconds each round :D
Thank you for playing!
That's a good idea! Maybe that could be achieve with the Time Bomb we'd like to add. But refilling it based on the combo multiplier, that could be a great way to let player manage their time economy... sorry I'm brainstorming on the spot now x)
I also enjoyed your game a lot, thanks for checking out ours <3
This is such a beautiful game, especially for a game jam. I love the overall theme and aesthetics. I would love to see more; I'm definitely interested in seeing the rogue-like elements implemented.
Thank you for your support :3
The most polished and fun game with this concept of the theme that I’ve played. Very good job! My only problem is the difficulty haha. Great work!
Thank you for trying out the game!
the artstyle was great, if this is expanded on after the gamejam it would be great to get powerups (like movement speed etc) or perhaps a way to upgrade between waves. good work on the gamejam overall :)
Thanks for playing and the kind feedback!
Originally we already planned for roguelite element (that's why the character absorb the blue dots), but didn't had time to implement that in the build. For instance we were planning on:
The original concept was more of a tower defense with a survival roguelite twist, and the looping mechanism was supposed to be a nice to have... :D
In the end we are more happy to have gone that way and we are planning on making a full game out of the concept.
Yeah that makes sense.
Gload to hear this is going to make a full game out of this, good luck with the development 😎
It's really engaging, the countdown to 0 got me on the edge of my seat for the finalle.
Thanks for your playing!
Wow! Then you must be the only one that reached the end on this build xD
nice work
I would love your rating to my game!
Combining two of the more common takes on the theme into one game does make for some interesting potential, if one half of that equation is a little under-explored cause of time constraints.
Until now I didn't saw it that way, but that's a very valid point :o
Thank you for giving it a try!
It's a good idea in very polished game ! It's becoming hard rapidly but the concept is very good ! Well done !
Thank you for playing! Yeah, the last day I went all on polish and forgot to test the actual game so it did turned out like this x)
The colours on this are perfect, the character movement is butter smooth. It used a pre-existing asset for music, somehow I think it is the perfect fit for this. The stage reminds me of Bayonetta's stage in Smash Ultimate. Something to consider, so there is so much rain I'd like to hear some rain sfx to accompany it. Congrats on a great jam entry!
Thank you for playing and the kind feedback!
Very good point for the rain sfx, I'd also like to add some kind of feedback for the speed boost and consecutive looping (a bit like Osu)...
Core gameplay is intuitive, I understood quickly how to kill the enemies, nice polished graphics
Glad to hear it, thanks for playing!
Still, I feel like we could have added more feedback for the bigger enemies that needed 3 loop to kills. It's been a good learning project though :3
The visual aesthetic of this game is absolutely phenomenal and the player movement is aaaaalmost well tuned except I think there should be some explanation for the player speed falling off so rapidly occasionally (I feel like I'm missing some mechanic when we get to wave 3 and the player slows down rapidly, I don't even mind the huge number of enemies I actually find it quite satisfying to be able to loop in so many enemies at once). Even without the balanace past wave 3 just zipping around and looping as many enemies as possible was a very satisfying experience (partly owed to the sound design, and largely to the player tuning)
Congrats on finishing the jam, and marvelously well done! This game absolutely deserves more ratings
Thank you for the kind word!
I've implemented a combo system that makes the Annah go faster and faster as you kill streak. However the 3rd wave being not balanced, there is no trash mob to kill to keep the momentum going. The only way to pass it is to play high risk and do 2 damages to several of the big snatchers before waiting for most of them to be close to the well before looping them all and gaining enough momentum to keep spinning around the well for the duration of that specific wave.
But yeah, this mecahnics is not explain and the game is not balanced :'D
I got carried away by polish and forgot to playtest the game lol. mb
Honestly, vibes, you absolutely excelled on the polish element and your art style is gorgeous. I look forward to playing the more balanced version later today and I hope you upload that one to itch once the jam is over :)
Really nailed the theme here! I'm so glad I found this cause we made our game out of the same mechanic! I'm the composer and I can tell you we also used a ton of synths. Whats the specific music credit for your game?
Thank you for your interest. We wanted something upbeat and sounding artcore with a sense of progression (like japanese schmup) to keep the player engaged. As we started the jam very late and didn't managed to get in touch with a compositor, we free soundtract from MusMus, an amazing japaness compositor. In this case we used Diastereomer.
Ah that's a shame, hopefully next time, it really looks like a project any composer would be excited to work on! Would love to hear your thoughts on how we implemented the looping enemies mechanic in our game!
Damn those visuals are stunning. Sadly the frames do get choppy sometimes. I do like that the loop theme is used in multiple elements of the game (gameplay/stage). Great work!
Thank you for playing and feedback!
I'm surprised about the performance issue, are you using hardware acceleration on your browser? Which browser were you using? Do you have an old rig maybe?
Firefox development edition. I tried safari just now and it worked great so no worries haha! Really nice!
Such an interesting aesthetic! The particle effects were really nice. I had fun, good job!
Wow, this looks inspiring! Really enjoyed to play!
Love the visual style—it’s cohesive and adds so much atmosphere. The way everything ties together shows a strong artistic vision!
This game is really amazing! The gameplay loop (pun not intended) is very fun and the visuals are great! Very well done :)
Amazing visual style, cool audio. Interesting ideas involving loop mechanic, but at 2nd or 3rd wave enemies become stronger and amount of them are really frustrating