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Somnivore's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #8 | 3.815 | 3.815 |
| Visuals | #8 | 4.087 | 4.087 |
| Audio | #8 | 3.609 | 3.609 |
| Execution | #10 | 3.783 | 3.783 |
| Game Design | #10 | 3.783 | 3.783 |
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
Training to be the best kaiju was fun!
My only problem is I wish the game “continue” button and the dialogue “continue” button were in the same place on the screen.
Aside from bug reports, I love this game. The gameplay could easily support longer and harder sequences later on. I like the way the art style evokes the fever dream aesthetic during gameplay. The juxtaposition between the content in some of the minigames and the bouncy soundtrack make for a lot of (intentional?) humor. It's some feat to pack 5 or more games in one. Good work!
Thanks for the glowing feedback, and thanks again for helping solve the problem with the Linux build!
Great job on tying together all the little minigames when you finally destroy the city. It kept things interesting, and the overarching story kept me in the game loop. I do wish there were some upgrades or things to modify the gameplay beyond just stats, as I found destroying buildings to get slightly tedious at round 4. But animations were cute, sound was fitting, and just an overall great game design and direction!
I tried the native Linux v1.0.0 build and I'm not sure it's kosher -- there's no "executable" bit on `bevy-jam-7` and the app that's bundled acts like a 2D menu example and there's no functionality. Maybe some build-time executable swap failed? The assets make sense for this game, though. (The Windows build is fine.)
Ah, my apologies there, I must have made a mistake with the build. I’ll review asap and get it updated - really sorry.
EDIT: Yep, stupid mistake on my part. Copied the wrong executable and uploaded an ancient version. Should be up to date now. Thanks so much for reporting that.
Now that I could play it I can say it’s quite fun, the monster design is very cute, the music is cool and the story bits set up a good context.
I liked the idea of training segments to get better stats, but the stats I have gained didn’t feel that much different across rampages, maybe tuning them to be a bit more drastic would make the game have a more satisfying progression/leveling over the short term arc of the days.
For the minigames where there is some gui to play on (like the strength training bar) it would be nice to have the bar larger and/or closer to the monster animation in some way so you stay better immersed in being a monster even while focusing on the bar :)
I’d appreciate if I could punch without being locked to the ground while doing so, although this does make it feel more like you are a huge thing. Maybe just lowering your walking speed if you are punching while moving would satisfy this without feeling overly restrictive.
It would be great to have a ground pound with cooldown that destroys whatever building is already on fire in a given radius. This would make for satisfying finishes and tactical placement of destruction and usage of this.
Overall, an impressively varied game, thanks!
All good feedback and many are already on the list for the post-jam update, nice to know we’re probably on the right track though! Thanks so much for playing and giving such detailed thoughts, I appreciate it.
The art looks cool from what I’ve seen but the game is running at 1 FPS in the browser for me which makes the game part impossible to play.
Could I ask which browser/OS you’re using? I tested on a pretty low spec machine and it managed reasonable framerates so this is news to me.
Nevermind, I was running chromium on linux without vulkan support enabled, using the right flags to launch makes the game run fine. Sorry, first time testing anything that relies on WebGPU.
Ah, that’s good to know! Thanks for telling me, I’ll know where to point people if they have the same issue :)
For a game about going on a murderous rampage, this is really cute :D I love the idea of having little minigames per upgrade. And the background during those is really evocative, nice shader work! I wish the game was a biiiit more difficult, as I found out on day two that I can keep combos going infinitely by charging into small props in-between attacks. That means that I had to intentionally die to continue in the story!
Very cute little game, and as other commenters said, this would fit lovely into a mobile game store <3
Yeah we definitely erred on the side of caution there. I found it hard to come to the right decision I think, I always wonder “is this easy for me because I made it or actually easy?”. I added a fever drain multiplier, then doubled it, then doubled it again and it’s still a little too easy it seems haha. Will add some more “fever draining” stuff post-jam (we wanted military responses but jam timing is what it is) to bump up the difficulty I think. Thanks for playing.
Absolutely relatable! I also always tend to make stuff too easy :D
For a game about going on a murderous rampage, this is really cute :D I love the idea of having little minigames per upgrade. And the background during those is really evocative, nice shader work! I wish the game was a biiiit more difficult, as I found out on day two that I can keep combos going infinitely by charging into small props in-between attacks. That means that I had to intentionally die to continue in the story!
Very cute little game, and as other commenters said, this would fit lovely into a mobile game store <3
Love this, got too strong too fast and couldn’t be stopped. Lots of fun, would install this if i saw it on the app store.
thank you so much! i'm glad you had fun with it :D
Audio and visuals were all great and the main gameplay of destroying the city was addictive! I do wish the destruction segments were a more controlled length because I wanted to go back and forth improving my build more and they kinda went long. I couldn't tell if the city layouts were the result of a huge amount of manual labor or a very convincing generator, it looked really good. Great work!
The city layouts are procedurally generated and should be different each run, and scale in size/variety per night (Suburb -> Mixed Use -> Urban Core). I did try to limit time rampaging by giving a ramping fever drain, but I agree, I think it’s a bit too generous (and scales with END, so if you have high END it’s almost hard to lose).
Pretty cool game the graphic and arts are great as well. Destroying the city was pretty fun and cathartic. I do wish the mini game is a bit better explained since some of them go pretty quick without the chance to know what is going on.
Great work.
Besides the scream SFX being the same I really enjoyed the game. Sadly it crashed on the 5th rampage so I couldn't see the ending :(
But I really enjoyed it. I also love the design of the kaiju.
There’s 6 separate scream SFX that should be selected randomly, and seems to be working for me. Strange. Thanks for playing, and sorry about the crash :(
I was playing under wine on linux, its not your fault. I really enjoyed it regardless
I wish I’d had time to get a Linux build pushed, thanks for pushing through and playing in Wine anyway!
Thank you and the team for making the game!
The art style and shaders are great! It looks really nice. Using the mouth to catch people from the sky cracked me up : )