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Narak's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #15 | 3.826 | 3.826 |
| Audio | #20 | 3.043 | 3.043 |
| Game Design | #21 | 3.261 | 3.261 |
| Overall | #21 | 3.304 | 3.304 |
| Execution | #29 | 3.087 | 3.087 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Interesting setting and theme, though I couldn't get very far beyond the first two enemies.
I really liked the concept and the environment.
Thank you for trying the game out :D
Lovely design and vibe, and I love that it’s in a setting that I don’t get to experience often :) Unfortunately I got stuck at the early level with the… excuse my lack of Hindu knowledge, I’ll call it Hydra. I don’t have enough chakrams to kill it, and going past it teleports me into an inescapable wall? Anyways, I bet I would have enjoyed the rest of the levels :)
no excuses needed that boss is an amalgamation of just a few different ideas we had xd
- chakram recovery seems to be not working for some people - will update itch page with fix after jam voting though.
Thank you for playing!!!
Nice pixel art and the screen wrapping projectiles are an interesting twist.
The crosshair is currently barely readable with how small it is and being the color that blends into the level.
Being able to shoot by clicking would be nice.
I think a bit more spatious areas would pair better with the design of the projectiles.
What will bounce the bullet and what won’t could be a bit clearer in terms of coloring.
Having a finite number of projectiles that you need to get back didn’t seem to matter much as there was always enough coming back before running out even if spamming mindlessly. It might be interesting to accentuate this design more, having more damage but less bullets at your disposal could support this idea better I think.
Overall a solid entry!
Thanks for all the lovely feedback!
We knew ab the infinite ammo but stayed silent coz of the other end of the spectrum where ammo wasn't recovering for some people at all hehe
But wanna try expanding on it for sure!
Got clipped out of bounds first run. Got to the 3rd room and exited the top, which also teleported me out of bounds and softlocked me again. I also have no way to get ammo back, so if I miss any shots I am softlocked. I like the visuals, cool monster design too!
Yeah those softlocks are very annoying :')
But if you pause and quit to title to retry you should be back on the same level.
Also thanks for playing!
really nice and creative visuals. got stuck in the walls because of the snake ( the fix that will make game more enjoyable is regenerating ammo, I kept running out of it every time
What? How did you get there lol
If you get pushed into the wall by the snake it clips you out of bounds and softlocks you.
I liked the concept and art. I kept running out of ammo, so I wasn't sure how to get past the second level.
Thank you for trying the game out, we have a bug with ammo running out but quite hard to reproduce so we're working on it
I thought the idea of physics based projectiles was a fun twist! Unique art style and animations that you did a great job on. One improvement I think you can make is to the audio systems. It seems like a sample is played for every collision, which can get pretty noisy. It might be a good idea to only play the first 3 or so and truncate the rest.
Sounds do get very cluttered with lots of attacks aye so that's perfect - will try it out and Thanks for Playing!
Short and sweet bullet-hell game! Sound effects for bosses are very creepy... I love it! Especially with how they contrast pinball-like sounds of combat 🙃
The only problem I've encountered is the crosshair not being clearly visible - it can easily blend with the background, especially when there's a lot of bullets on a screen (like in the last level). I'm also not a fan of how the player transitions between levels - it feels too sudden. I imagine that was the easiest to implement 👀. Even something like a teleport token that drops when an enemy is defeated would do, because then you separate an action of defeating an enemy and moving on to the next level. But this one is really a nitpick.
Very cool entry!
Yeah the cursor, and level transition definitely need something, also that lets players catch a breath after each level xd
Thank you for playing and the review!
Great consistency in tone with the art and feel of the game. I enjoyed trying to figure out the rules of the playspace (like what shots would bounce off and what they wouldn't) and that was interesting to figure out how to manage.
Minor notes: could be helpful to make the aiming reticle stand out a bit more color wise, and it would be helpful to maybe have an 'enemies remaining' counter onscreen or something?
Really glad you enjoyed!! Thanks for Playing
- Aiming Cursor is noted aye and the enemies remaining sounds nice and gives u an idea of what to expect on the level, I dig!