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A jam submission

Ver 0.2 ] Get Lost Kitsuyan! 出直しな!キツやんちゃん!View game page

What's for dinner? ばんごはんは何?
Submitted by DiceFire (@DistortIceFire), ScriptlessWeek, NefariousNeo, ResentedKarma — 5 days, 16 hours before the deadline
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Ver 0.2 ] Get Lost Kitsuyan! 出直しな!キツやんちゃん!'s itch.io page

Results

CriteriaRankScore*Raw Score
Controls / UI#663.4003.400
Art / Graphics#843.4003.400
Overall Fun#1033.0003.000
Sound/Music#1112.6002.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have competed before, how has your game changed?
Since the initial game jam version, we’ve added proper aiming (bullets follow the mouse), destructible obstacles with HP and drops, enemy HP (the boss can be defeated), a new bullet combo system, updated ui, individual volume controls, and bug fixes.

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Rating

Family Friendly

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Comments

Submitted(+1)

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

Developer

Hi Atas, thanks for playing (and streaming) the game! It was fun watching the gameplay (and congrats on escaping)! Yea, looking back, the bullets definitely should feel more rewarding for the player, which is something the game lacks at the moment. Hopefully soon we'll add an update where the enemy/player bullets differentiate and player bullets can add status effects (like paralyzing the enemy if enough electric shots land) so shooting feels worth it. Appreciate the feedback, thanks!

Submitted(+1)

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

Submitted(+2)

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

Submitted(+2)

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

Submitted(+1)

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

Submitted(+1)

I played this game on stream: https://www.twitch.tv/videos/2565553540?t=00h36m11s

The game is addicting! However, it seemed like it was better if I didn't shoot anything and just avoided the projectiles, and wait for the enemy to kill itself, or for me to reach the end. Partly/mainly because my shots can also damage me, so I ended up killing myself faster if I tried to shoot.

Perhaps have the player's projectiles be a different color and disable friendly fire?

Submitted(+2)

Cute fox and silly story! I wanted to play insanity mode but the brown bullets and general bullet visibility always cooked me :(
Bouncing back bullets can have a different look as well, as I forget that they are the player shot xD

Submitted(+2)

Amazing  art with good story just make the gameplay more juicy 

Jam Host(+2)

Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback. 

An interesting take on a bullet hell, to make your attacks bounce back. However, I think there are some problems with the design.

For starters, most of the time you'll fire attacks back at yourself. This means that you primarily need to keep moving in ways that keeps you away from the enemy you're trying to kill or can only do one or two shots at a time. With how fast enemies disappear, this can lead to simply being unable to collect health or cookies if they die. The majority of the time, I'd be far up the screen while enemies were dying towards the bottom

I also think there can be a flaw in the elements system. My general understanding of the elements is that it's Fire, Water, Lightning and Earth. Fire and Water can stack on themselves to make bigger projectiles, but these are almost never going to be in a situation that benefits the player. I also believe they can negate each other? Anyway, Lightning goes very fast, meaning it's very hard to dodge when it bounces back to you, while Earth will break apart and launch multiple  smaller projectiles. Once again, this is something that almost never benefits the player.

So along with slowing down enemies (to make it easier to kill them and thus get power-ups), I'd like to see if there's a way to make the unique effects of each element work in the player's favour. The ways I'd suggest this would be to find a way to let the player stack fire or water shots when they're shooting towards an enemy (perhaps doing more damage), for lightning damage to always go through the enemy instead of being reflected, and for the smaller projectiles from earth shots to shoot out in ways that give it more potential to hit other enemies (Perhaps when an enemy is hit, the spread always forms a + with one part of the + always being right back to the player regardless of how the projectile hit the enemy. This would then leave three shots heading to possibly hit other enemies).

I'd also suggest having a way to make this game full screen. A few times while playing, my mouse shot up into my browser's UI and messed everything up.

I know I had something else but I can't remember it now, so guess you're off the hook. XD

Keep up the fantastic work! Kufufu!

Developer(+1)

Hey thanks for playing, appreciate the feedback!