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Wrath of Kanaeru's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #4 | 4.132 | 4.132 |
| Innovation | #7 | 4.237 | 4.237 |
| Overall | #9 | 3.974 | 3.974 |
| References / Humor | #15 | 3.921 | 3.921 |
| Theme | #17 | 3.842 | 3.842 |
| Ambience | #22 | 3.737 | 3.737 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The concept was really cool, I really liked the idea of using the random Tetris-like blocks to climb up, and there were a lot of cool ideas in the upgrades and bossses to keep things fresh. The sprites and writing were also quite charming.
Note that I completely forgot about the rotate ability so maybe some of my complaints might not have that in mind, though again that is also something probably worth reminding people of. I would have loved to finish the game, but unfortunately have other games I need to play and I got stuck on Fauna’s boss which felt way too punishing for me. It’s already enough that the elephants fling you around, but destroying the blocks as well made some moments impossible to continue from which felt more unfair than challenging at times. I also thought Suisei was really annoying for that same reason but the comets were less frustrating to go around than the elephants.
I also wish it was easier to see what was up ahead like some kind of low-scale diagram of a bit above you, sometimes it’s just not possible to escape a situation where you climb up underneath a platform and that didn’t feel great.
I was only able to buy a single upgrade and no blocks, I did skip what I thought were only one or two coins and still never could upgrade my initial set, which did drag down the game a bit for me. Maybe it was me playing bad but I think very slightly cheaper prices would have been nice.
Great work though, I’d like to come back to this game later!
Thank you for playing! Yeah the upgrading mechanics were kinda poorly thought-out. I have some ideas of how to overhaul the shops to make the difficulty curve less rng heavy. A minimap of the entire screen is a cool idea, thanks for the suggestion! Yeah the elephants are op as heck too, that's for sure. You got Fauna Sweeped! I was thinking of making them fly in a straight line on easy mode so they're not as unpredictable or something. Cutting their cooldowns and adding more non-destructible platforms to fall unto might also work. All in all, thanks for the feedback <3
I forgot about the difficulty settings when I got stuck, I did think about retrying again on Easy but I have a lot more games to try still, but again if you plan to work on it later then I’ll wait for that before another playthrough.
thats a good fun twist on a platformer. Lovely art and writing as well. Good job.
The only issue I encountered is sometimes the block cant be selected, so I have to click it twice or more. Not sure if its a visual glitch or just me being impatient.
I'll try again for the no death playthrough.
Thank you! Not sure what might be causing the selection thing, might be a delay on cooldown visuals or something. Let me know how the no death playthrough goes if you can :D
oh you little beep.
I got baited.
Love this game. Got me panicking in a good way. The writing really makes the whole package. Bravo!
Huge thanks <3
I liked this game a lot! I thought it had a nice gameplay loop and expands on it well.
The boss mechanics kept things interesting and engaging. I think it is interesting how it becomes a genuinely different challenge with each boss.
I played this game pre and post patch and I think you really made some good changes in between patches. Pre-patch was BRUTALLY difficult. But Post patch seemed a lot more balanced.
I do think that the scaling for the blocks, where blocks with more tiles have a higher cooldown is pretty extreme. I usually ended up picking the short cooldown blocks because they seemed like better value. You often would not need the extra tiles of the larger blocks and the smaller blocks were more flexible anyways. Also, since the upgrade system always reduces blocks by 1sec, the shorter cooldown blocks are better with upgrades.
That being said, I still enjoyed the upgrade system a lot. It really tied together well with the coin gathering. It's a nice bit of game design to tie the systems of your game together so well. The gameplay is actually quite cohesive in general. I think the plot premise ties with the gameplay so well the game in general actually feels like a very cohesive and neatly wound package. There is something wonderful about just how much the plot and gameplay just "make sense". Of course this is how Kobo would attack people.
Minor nitpick, when playing on harder difficulties and dying a lot (or pre-patch), I found myself wishing I could skip the Boss's intro cutscenes.
I think the game also puts emphasis on the correct things that really contribute to this gameplay. I think it's shocking how quickly I just adapted to the notion that Calli is just one frame of animation and didn't really mind. My mind was more interested in the hazards and environment anyways. As an animator... it really gives me a minor existential crisis.
Oh, and also good song choice.
Thank you! I am very glad you liked the gameplay and how it is woven together with the plot! I tried to do it justice since I also enjoy when things "make sense" in other games just like you described.
Thanks for explaining in detail the problem with the block cooldown balance, I feel like I am finally seeing a fresh perspective! If I have time to push updates in the future the first thing on the list is blocks balancing and the shop upgrades. Speeding up boss cutscenes is something I did not think about but definitely should have!
As it comes to the art, there is actually no animations anywhere in the game lmao. They are all single frames that I just move around. Glad it didn't take away from the experience for you too much but if I had Ame's watch I would definitely go back to before the jam and ask around for an actual artist to help me out. Cool animations (and prettier art in general) is always a positive when it comes to enjoying a game. So no need to get existential :D
The music is by Jens Vide! They upload a lot of free to use sounds here on itch. Was waiting for an opportunity to use some of their shin megami tensei inspired music. And here felt like it was fitting for the atmosphere :D
That was a fun twist on gameplay than I was expecting, overall very nice and fun
Thank you <3
Totally wasn't ready for this gameplay loop to come out of left field, but it was pretty enjoyable!
I only played on normal, and died once (I think), but it was already pretty tough to manage the boss stages and sometimes the beginning of the levels - which is to say I couldn't imagine trying to go through on hard mode, props to any players who tried to take that one on.
Controls felt like they took a little bit to get used to, but after the second stage I got a pretty good grip on it. Around that time I also go blocks that were more useful and didn't require me to rotate them, which I think really helped the gameplay pace - I found myself needing to stop to rotate blocks in the first 2 levels that made things much more tense than the end game, but the cooldown upgrades might have helped with that as well.
I do like those shop mechanics though, that make the coins worthwhile and directly impact the moment to moment decision making when trying to ascend.
Good job on the art, picking the characters to include in the game, and props for incorporating difficulty options, which I normally feel like are left on the sidelines for more jams. Good work!
Thank you!
What an interesting concept for the gameplay!!!
The "boss stages" were a little too chaotic, I think they don't suit the core gameplay too much (there is too much going on, and I played it on easy!!!), but all in all.... SUPERB JOB!!!
The gameplay was really interesting and even though I only got one upgrade it really did make a difference (I was supposed to have enough money to buy Kronii's update but... couldn't?).
I really, really liked the concept and both art and music were spot on!
Thanks for such beautiful wrath ^__^
Thank you <3
Charming pixel art style and cute storyline and dialogues.
I was not expecting a builder climber game with a time limit. Really cool game!
The miniboss fights were very intense, especially the last one! That little guy kept pushing me out of the platforms and into my death. Grrrr!
Some improvement suggestions:
- Show the controls in the game. A small text on the side of the screen reminding of the "rotate" function would help. I went through the whole game without rotating a single piece. XD
- The introduction chat with Shiori is short but a skip button would be welcome for those who have already cleared the game once and want to retry.
- I completely forgot about the block deleting function until I got boxed in and had to try to free myself. I thought the function would delete the whole block set and not just one block at a time. Maybe having a level require the player to use it as "tutorial" would help!
- The control layout caused me to press wrong buttons a lot, since you have to move your hand from 1234 down to WASD and back without taking your eyes off the screen. I wonder if there's a better control scheme that could avoid it.
Great game!
Thank you for playing and for the suggestions! I think maybe having Q/E to cycle through blocks could work. Someone suggested the mouse wheel to do it like in minecraft. Never occurred to me to add destructible blocks as a hazard to go through until someone came up with it in the comments down there somewhere. I'm glad you liked the game nonetheless <3
The game is fun and easy to understand. I like how you can place blocks on yourself but the collision won't activate until Calli jumps away. It made building really easy.
Thank you <3
Nice game! I love how u use the block as something innovative in the game, Great work!
Thank you!
great gameplay loop! it immediately sucks you in and makes you want to try and get better! the only slightly annoying part was trying to select blocks while platforming at the same time. Maybe being able to use mouse scroll to select the block would be a good option?
very fun game!
Thank you <3
Addictive gameplay, lots of QoL to make it flow well, remained challenging after figuring out a strong and consistent strat, which was not that obvious relatively speaking to the game length as each piece has enough of a learning curve for optimal usage.
I’d play the hell out an endless mode of this.
Thank you! I'm glad the difficulty worked out for you. Endless mode sounds like a fun idea!
Was very pleasantly surprised by your game! First I wasn't sure how the theme of the jam would fit here but as soon as I reached the first hight I immediately felt the pressure of going higher fast af :D Love the choice of voice clips, overall really solid game.
Thank you <3
Very good application of the Jam theme in this game. The combination of the block cooldowns, encroaching waters, and music in particular created a sense of urgency that made the simple mechanic of stacking blocks surprisingly fun. The long cooldowns meant you had to decide quickly and carefully how you use them, especially during the boss stages. Should you build vertically to avoid the rising sea level, or build horizontally to give yourself move room to avoid an incoming attack? Those moment-to-moment decisions sold the gameplay for me.
My only nitpick is that a lava bucket poured onto water actually makes stone, not obsidian 🤓
Thank you for the kind words! But you were not supposed to notice the lava bucket mistake... now I'll have to take you out. Nothing personal...
I think the stages between bosses really needed something different each time. They feel like they might as well be the same thing. I stopped at Suisei's section wasn't hard, but it felt like it could have randomly hit with no recourse, so more getting lucky. I didn't see any actual pattern. The drops just didn't hit where my character was. I stopped at Fauna's section cause I didn't want to deal with enemies that were so fuzzy about what they actually do.
Thanks for playing! Stages between bosses were not supposed to be the most exciting part to be honest, just a test of player skill via gradual increase in difficulty, while leading up to the boss. But I definitely could've cooked something up, some people below suggested really good ideas!
The Suisei stage is pure RNG, it's more about the player being able to react to a potential meteor, but no guarantee if it will ever fall directly upon them. I was expecting players to take note of any safe ground to fall onto, maybe even plan their building accordingly. Alternatively, they could take the risk and build directly up very fast but open themselves to potential danger.
Not gonna lie, don't get the Fauna complaint! The elephants fly left to right and wobble up and down at the same time. They destroy the blocks that you placed and also push you around. There is plenty of solid ground that they can not destroy, which operate as checkpoints to stick to while climbing. For people who struggle, there is an easy difficulty option at the start of the game, which I tried to make as forgiving as possible! But I understand if it is too frustrating to play, I myself have not beaten some of the games in this jam either :D
It's not that the game was frustrating. It just didn't engage me enough to bother. The reason I said "fuzzy" is that the elephants never seemed to hit the same spots relative to their visual, so I couldn't tell which blocks would get destroyed, nor how close they'd have to be to shove my character. Combine that with paths not appearing consistent, and that makes it awkward to plan around.
Dang I guess I made the game too boring then lmao! If I start implementing changes after the jam, I'll think about fiddling with the elephants and check what's wrong their hitboxes. They also have RNG on the spawning position, which makes them very unpredictable. Maybe I'll remove that for the easy mode, make them always fly in a set pattern across the screen every time!
First time playing a game like this!
almost made a 0 death run and then an elephant with a hitbox as big as a house hit me in the face didn't know they fly up and down.
I feel like the difficulty was there and then I tried hard mode....
hard mode is fun
ELEPHANTS ARE NOT. What do you mean it flies randomly? My box wasn't hit there when it passed first, now the second elephant came and it took out my platform?
even playing against kobo I can build, wait for a shot, and then jump to avoid and then build again, as long as you stay calm it's easy.
Honestly, I've got to give credit where credit is due. Grats for rage baiting me with elephants and making me retry a level a lot more times than in my own game for a 0 checkpoint run.
Thank you for playing! I'm glad you liked my hard mode and elephants combo delivery :D
also, my friend tried your game. he reduced the cooldown of the 1x1 box to 0 but the box couldn't be spawned anymore.
Lmao definitely did not test this one out. Thanks for the heads up, I should probably fix that!
fun and challenging! I've never played similar game! it's like tetris and icy tower and Donkey Kong from 1981 all in one. the visuals and audio also worked together perfectly
Thank you :D
Aura is strong. Especially when I played in browser, all the text went like: well..
so i truly felt like I was playing some lovecraftian tetris nightmare (though this seems to have just been with the particular browser I decided to use, LibreWolf on default settings, as both PC and even Firefox is doing fine)
Fauna's level was probably my favorite, a very cool challenge,
I feel like in both my runs I was given some rather expensive shop options in my first shop, but by the time I'm to face Kanaeru I ended up both times having a lot of money to buff the timer, when it'd be more fun to have a lot of block options.
Having separate cd amounts for each block shows very deliberate balancing, which I felt was dealt appropriately; my beloved I block was both such a pain to navigate with yet very fun having to constantly decide with.
The text situation is hilarious haha it looks so scary. What's crazy is I also have LibreWolf but maybe I changed settings or something a long time ago so it works fine on my end! I'm glad you liked Fauna's level, it was inspired by her Age of Empires collab where she dominated everyone with elephants :D
Yeah I think the shops could do with a rework, but I'm glad my balancing worked out for you in the end! Thank you for playing <3
You know, with the level ending with lava pouring into the flooding waters and turning into obsidian each section, does that mean the world is gone? :P The gameplay had a good balance of difficulty in making you feel the pressure of time, but it never felt like you didn't have enough time to complete the level. I never deleted the pieces as it felt like it took more time to do that than to put down new blocks. The boss mechanic does change up the strategy slightly, but only downside is there's not really anything different between the levels in terms of strategy. Overall, simple and effective design.
Thank you for playing! Don't worry about obsidian, Kaela will clear it with her Efficiency V pickaxe in no time :D
Very fun game! The gameplay is really nice and doesn't overwhelm you, but it's also quite frenetic. The visuals are also very charming, and the ambience, music and bosses for some reason managed to make everything very hype
Thank you <3