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A jam submission

Kaiju-banView game page

Push blocks and eat apples to gain new powers!
Submitted by RaQuGames — 2 hours, 39 minutes before the deadline
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Kaiju-ban's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#453.1673.167
Concept#643.0833.083
Presentation#643.2503.250
Overall#693.0423.042
Use of the Limitation#702.6672.667

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
ralqiz

Software used
Godot

Use of the limitation
By making the player acquire power ups that may be stronger than necessary, making the player have to prepare before using the power ups to prevent any backfires

Cookies eaten
7

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Comments

Submitted

Cute kaiju game!! Unfortunately I'm not smart enough for it ToT

Submitted

The way the Fire and Ice power ups interact with the environment is really fun! I really enjoyed the puzzle, I really enjoyed the level design and had a lot of fun overall!

Submitted

I got stuck on pyramid level

Submitted

Managed to get pretty far but the Ice Power Up got bugged and had to exit.

Overall pretty nice.

Submitted

Nice idea! It would be a lot better with any sounds :)

Submitted(+1)

It's a cute art style and I liked that it got me thinking creatively to pass the levels. I did have some issue remembering which key I needed to hit to go in a certain direction. I'm afraid I'm not very used to isometric games like this unless they're RTS games. I'm not sure if it just didn't play or if there's actually no sound, but at least a few sfx would have been nice

Submitted (1 edit) (+1)

I'm working on a sokoban game at the moment and it's always a delight to see how other developers innovate on the classic puzzle formula. It's a cute and nicely presented-game. The real winner here is basing the puzzles around the power-up, but varying how it applies. Discovering some of the unexpected interoperabilities of how the game works is a complete joy - for instance, the laser power-up pushes the player a set number of times, or nullfies when walking over ash. Some of the greatest puzzle games like to test and experiment with player expectations about how the game's systems work together. I think you demonstrate some of those qualities in a really smart way with the puzzles. If I had to think of an aspect of feedback, I'd maybe say the actual sokoban element, which is really hard to execute anyway, could have a little more of a role - there's not a lot of "a-ha" with the block pushing. Great game and a really cool little puzzle concept that works so well! 

Developer(+1)

i agree with everything you said, as for your final point. i think that stems mostly from the level design. which i had to rush and i'm not very satisfied with. if i were to make this into a full game i'd be able to properly explore the mechanics. if you'd like to see that this game's main page is accepting donations

Submitted (1 edit) (+1)

Had fun walking around with a big ol' laser. Solid puzzle game and cute art style.

Submitted(+1)

love the main charcter

Submitted

love the graphics, i didnt understand it that well tho