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Flowers For Kikyo's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #42 | 3.203 | 3.333 |
| Metroidvania | #45 | 3.363 | 3.500 |
| Overall | #64 | 2.866 | 2.983 |
| Relevance to the theme | #65 | 2.882 | 3.000 |
| Execution | #75 | 2.482 | 2.583 |
| Enjoyment | #86 | 2.402 | 2.500 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
we interpreted the idea of minimalism in 2 different ways. We incorporate it as a mechanism - the player enters Clarity mode, which abstracts away some details to reveal hidden things, with which the player can interact with. And we used a minimal color palette, and borrowed aesthetics from minimalism and minimalism-adjacent concepts like Zen.
Team/Developer
ruwuru7102, noodlebubble, samantha_vandersluis
Reference info
Discord: ruwuru7102, Twitter: @ruuru_dayo
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Comments
I enjoyed this. Here's some notes/feedback:
All in all, there is potential here, but the combat and movement have to be improved. That said, I enjoyed my time !
Thank you! and yup, combat was rushed so thats totally valid.
All the art was made in 3D and rendered as 2D sprites. This is probably why it feels like they are 3D.
The art style is really nice. The music is also pretty good. The controls need a bit of acceleration and deceleration as they are too snappy and make platforming difficult. There's also a bit of subverting expectations. After I got the clarity dash I was expecting any roof edge to be climbable, but it seems some were and some weren't, and there was no way to tell.
Otherwise not bad, would like to see more.
The art style is very fancy! Also the setting really sets this jam entry appart from other games. I think that the enemies were quiete simple to defeat, since they did not do anything, but the attack animation of the player looked sick. :D
I don't know why, but it feels unnatural that the enemies are respawning, although this is technically a valid configuration game-design-wise.
Stylistically you are really onto something!
(Tiny note: is are the sound-options actually doing something? Have you considered that dB is not a linear scaling unit? The sounds were sometimes very loud, even though I regulated teh sounds in the menu)
I did encounter one bug while using the dash after going back to the starting area with the new ghost mode, making my character become invisible. I could see the camera move to follow the character but I was unable to enter other rooms, so I ended up restarting the game. I was able to get to where I was before and continue playing, but this is just a problem you might want to be aware of.
I thought that the visual art and music matched with the overall theming of your game, making it a really good sensory experience. However, the combat was a little off and didn't really have an impact on the rest of the game so I ended up just running past all of the enemies I encountered. The final boss was also a cool inclusion but it having only one attack made it a little bit easy, though the inclusion of any boss was a fun idea and a good finishing point for the rest of the game.
The exploration of the well made environment was fun to take in, and the minimal story included was a good driving force to take down that boss. Overall a nice entry.
I really really liked the artstyle and aesthetic of the game! I also found the clarity mechanic pretty cool, and the level design surrounding it was neat! Although, I wish the clarity recharged faster, as I was wanting to use it so much to find secrets, so I constantly had to wait around to get my meter back
One thing I noticed was that the combat felt a little janky. The hitboxes of your attacks and the first enemies you encounter felt very unclear, and the sfx felt a bit jarring. And I was a little confused using the clarity mechanic during combat, I wasn't sure if I was doing it correctly.
But overall, super cool game!
thank you for playing! and thank you for the feedback ^^
Pretty fun little entry! The upgrades were clever and played off the clarity mechanic decently well. As far as said clarity mechanic itself, I found the revealing platforms bit to be pretty meh, but what I actually enjoyed the most about it was the slowdown effect when activating it. It was really helpful for gaining some extra precision in platforming and sold the idea of heavy focus a lot more. I think expanding on that could make for a really interesting mechanic.
As far as issues I had, the checkpoint sound was kind of grating especially when it would play repeatedly when moving through the room. I think maybe disabling the sound for already active checkpoints or just placing them in places you're less likely to repeatedly pass through would help with that. The lack of animation for enemies getting hurt or dying also made it kind of hard to tell when I was actually hitting them, especially when there were multiple enemies present and the sound cues got muddled together.
I also had a bug with the boss where the game didn't stop when the dialogue started, but it did take my control away - the boss just kept walking and attacking while the dialogue played, until he ended up pushing me out of the room.
Overall though this was a decently solid entry, and def had some pretty interesting mechanics to explore!
Thank you so much for playing!!
And thank you for the feedback! I really do wish I could've polished it better, Sorry about that 🙇