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Battlecry Butterfly's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #11 | 4.000 | 4.000 |
| Polish | #59 | 3.333 | 3.333 |
| Art | #67 | 3.750 | 3.750 |
| Overall | #90 | 3.139 | 3.139 |
| Audio | #112 | 2.750 | 2.750 |
| Limitation | #137 | 2.500 | 2.500 |
| Theme | #161 | 2.500 | 2.500 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A fun game and I much enjoyed you set up controller input. Always is a treat. I had trouble with the reflecting projectiles level. I ended up cheezeing it by getting the enemy to shoot backwards and damage itself. I got to I think the dumb beetle and it never woke up it appears. Overall great job!
impressive compilation game. This is a long post, but I feel like I should address each section a bit.
The caterpillar hurtbox was a bit awkward, but I think that's a tradeoff when controlling a long character. could maybe smooth it with more animations, but that's getting to levels of polish that really eat into jam completion. Spider boss was about the right amount of challenge, though how to start the fight was unclear at first, and there were points were it would freeze in the middle of the arena and I would have to ground pound again to continue. The projectile reflection section also gave me some trouble. I think locking the enemy so they don't move after getting hit and making sure the location the player needs to stand clear would help, especially since the projectile angles aren't locked. I had luck on the short pillar, but the timing was awkward because I had to hit the projectile after it bounced on the floor. Really liked the animation on the inching motion.
Biggest complaints in the cocoon ToD phase were UI/UX related. I played in browser and had no visible mouse cursor in the window, so finding my mouse was more difficult than the ToD. Small icons in the purchase buttons would have been nice, and showing the range of towers when placing with an overlay would have helped with planning. bomb was a bit awkward, because between the cost and the enemy pathing it was difficult to get a density where the value felt better than just placing more turrets. The cost was too high to act as an emergency button. maybe it should have been cheaper i.e. 3 or 4, with it's own cooldown. I liked the different style of finding space to hang the towers, gave setup a different perspective.
Now I'm not big on VNs so it wasn't a gameplay style I was excited for, but I felt there were some inconsistencies and didn't gel with the choices I was given. For example, I thought that my victory over the spider boss was a secret because of how my character commented on it, but then Richie called me out in the next scene and I had no response. The conversations also seemed to jump around after responding, like there wasn't a strong throughline through the dialog. Many of my response options felt like suck up to or insult, I would have preferred a third option that was more inquisitive, asking the character to expand on themselves instead. When I got to the choice at the end, my options were one that insulted me, one that had just said they were only interested because I was the only option, and one whose conversation was an argument and then focused on a different character. Fully aware this may be due to the choices I made, but without the ability to rewind the conversation I'd have to play through the entire game again to see. I hope this doesn't come off as harsh; it feels like there's a foundation there that wasn't able to fully build up, possibly due to time or split focus among the three styles. obviously fully fleshing out the characters and choices would take a lot more time to write, something in short supply in any jam. hopefully others can get to the butterfly sections to enjoy and weigh in on it.
The VN writing also made it sound like there would be another gameplay section defending the flutter, maybe a shooter section like gradius or galaga. The gameplay feel was so different from the other two sections, it felt like the brakes were being slammed. I did enjoy the character portraits, and maybe including them in the other sections would have smoothed over the change. I also think it would have been interesting to have the color of the caterpillar be based on the final choice in the previous loop.
Thanks a TON for this feedback! I don’t think I’ve had anyone give me such a well compiled list of issues. 10/10 playtester would recommend.
You can tell a lot of thought and hard work went into this. There are so many systems working together here, and I was impressed by how much you packed in.
Nice touch having the tutorial change keys depending on the current input device. The moveset was also way more diverse than I expected. I really like the spin attack that keeps you in the air, especially for reflecting projectiles, and the dash felt good with the little red particle effects fading behind you. The special move effects looked really cool too, and it was awesome that they could damage enemies.
I also liked that enemy projectiles could hurt each other/themselves, made the world feel more alive. Thanks for letting us respawn near where we died too lol. The caterpillar health bar was really charming, and the boss spider's death animation was a nice reward after a challenging fight. Looked really cool.
The tower-defense-like cocoon phase was a really cool twist. Was not expecting that so it was a nice surprise. I suck at tower defense so it was pretty tough for me. I took out the bees after a few tries, but the rhino beetles (I think that's what they were?) kept owning me. I'll have to come back to this one someday. Plays great on controller too. Really impressive work.
thanks for playing the game and beating the spider boss! I think that makes you one of the first. I love the twist that the game turns into a tower defence and once you get to beating that (tip: focus on economy first then defence, use snipers for single enemies, splash for large groups and minigun for strong defence and the bomb as backup) then there’s another twist ;) Glad you enjoyed the game so far! Next jam I’m going to put a lot more effort into balancing.
Great platformer game not so great cozy game. I don't quite see how it fits with either the theme or limitation. The game is really well made though.
very cute game, absolutely loved the sound effects and the art style is adorable. The gameplay mechanics were also super fun, unfortunately like others have said I also got stuck on the projectile reflection part. That being said I loved the concept of going through the stages of life and would've loved to see the butterfly stage!
It was very fun, but it was not very cozy. And I think that the character cutomization should also play a role in the game, like color change, cuz the name did never show up later. But really satisfying combat and cool attack mechanics!
bro didn’t finish the game :(
Oh, does the name play a role later? Because there was one point where my skill issue in this game stopped me from progressing xD.
yeah the game mashes multiple games tohether but I see no one even finishes the first part do they never even get to the boss battle let alone the other 2 sections
Not too cozy with the way I was trying to take out majority of the rats lol. This game is great and different take on the theme here. The main gameplay felt good to play, even busted out my controller for it. I was able to understand the hit distance from the projectile attacks to the hit box from the bites. I also got stuck on the projectile reflection part, I couldn't position myself in spot here the projectile could reflect back and hit the bee.
Thanks for the feedback. Also noted, I shouldn’t have a place people universally get stuck at.
Such unexpecting changes in genre. There were so much in this game, I quickly get back to my controller a few times, surprised that the game wasn't end yet.
The platformer gameplay was fine, but would be better with a little more vfx, giving an approximate visual of the melee attack(bite attack) could hint a safe distance between the character and the enemy. And I got stuck at the projectile deflecting part for too long, not knowing that bite attack makes better deflecting than other attacks.
thanks for the feedback! I was the one in charge of the platforming section. By the time I had these pieces of feedback for my section it was unfortunately too late to do anything about it :( But thanks for playing I hope you enjoyed the genre swapping gag.