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Shellslam's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #503 | 2.926 | 3.778 |
| Visuals | #564 | 3.271 | 4.222 |
| Enjoyment | #702 | 2.754 | 3.556 |
| Overall | #714 | 2.754 | 3.556 |
| Audio | #731 | 2.582 | 3.333 |
| Theme | #821 | 2.668 | 3.444 |
| Innovation | #855 | 2.324 | 3.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The game sends you into another dimension which slowly falls apart as you travel through it.
What code and assets did you not make from scratch during the jam (if any)?
I made everything from scratch except for the music and the SFX, which i downloaded from pixabay.
How many people worked on the game?1
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Comments
Very enjoyable, and visually pleasing.
Thanks :D
I really enjoyed the combat system, it’s addictive, and the gameplay feedback feels great.
There’s also a surprising amount of content for a jam, especially for a solo dev, with several enemy types.
Unfortunately, I ran into a bug during one of the fights against the spinning robot enemies. At some point, one of them stopped attacking, and I couldn’t interact properly with the fight anymore. I eventually had to quit the game.
Maybe adding an option to leave or reset a combat (even if it means restarting the level) could help in cases like that.
Still, great work overall!
If you’re checking out other entries, feel free to try our game too.
Glad you enjoyed it :>
Really unfortunate you ran into a softlock, I thought I had fixed the bug that causes it, but apparently it's still there. Though I can't upload the fixed version, I'll take a look if I can find it. Thanks for the report!
I'll also make sure to check out your game!
Love the battle music in the first fight against the slime. I liked the turn-based system with the timing input layered on top. The parry window felt generous too, which made it very satisfying (as opposed to frustrating). Pulling a few in a row felt good.
Exploration was nice as well. The pixel art has charm, and I definitely used that sprint button to dodge a few enemies when I wasn't in the mood to fight lol, nice touch giving that option. The idle animation where the character falls asleep made me laugh; it contributed to the game's charm. Also, thanks for not having dying just wipe everything and force a full restart.
The timing mechanics feel pretty core to winning fights, especially parrying, which keeps you engaged. For a fourth jam game, and especially one where you say you actually finished most of what you planned, this is awesome.
Glad you liked the game :D
Before I tweaked it a bit, most people said it was a bit tight, so it's nice to hear it's good now! The sleeping animation was also a really fun little thing to add. Since I wanted to implement some type of skill into the combat, timing your inputs seemed like a nice way to do this!
Anyways, thanks for playing the game and taking the time to leave a review :)
Very impressive for a game jam !
Thanks :D
The game is really cool but maybe a bit too ambitiousfor a game jam alone ? There are quite a few bugs. Otherwise I love this kind of game and visuals are great. Good job, the work for this kind of game in one week is colossal. If you like this kind of RPG please play Sea of Stars, it's an absolute banger.
I took a look at the trailer for Sea of Stars and it looks really good, I'll make sure to give it a try sometime!
Glad you liked it :D
I love this submission! All of the visuals go together so well, and there's cutscenes and lighting and turn based fighting... Yeah, I really love this game. I never got the parry timing right, unfortunately. Also, I'm not sure if this is a bug, but I got soft locked out of the game when fighting the final hooded boss. I attacked, then it attacked, and then the game stopped. The menu disappeared and nothing happened until I exited the game.
But besides that, for a game jam this is very impressive. I love the animations, the dialogue with the old man, and the turn based elements. Great work!
Glad you enjoyed it :D
Ah, I also ran across that softlock once while testing, but I reran it a few times and it was gone, so I thought nothing of it. Apparently it's one of those bugs that only appears part of the time, and those are the most annoying ones :<
It's unfortunate you got softlocked on the first miniboss, there was quite a bunch more gameplay, to where you got was probably about 40 percent of the game :\
Thanks for telling me about the bug, I'll go take a look if I can find it :>
Finally found it oml. It was because I forgot to reset the dictionary that kept track of the enemies, and so when a previously battled battle had more enemies than the current battle, it tried to switch to an enemy that wasn't there. So it was just a coincidence that it happened exactly on the executioner miniboss for both of us.
Anyways, thanks for reporting the bug :D
I like the game but I can't get the timing right for parrying. Maybe another indicator similar to the attack one would help. Good visuals and BGMs.
Glad you liked it, I agree that the parry timing is a bit tight. Another indicator or perhaps some input buffer would've perhaps helped, yes.
Anyways, thanks for playing :D