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A jam submission

The BLOSSOM WarView game page

Take back SPRING from WINTER's reign!
Submitted by kido β€” 1 hour, 25 minutes before the deadline
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The BLOSSOM War's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#114.0004.000
Theme#294.2504.250
Overall#343.7433.743
Polish#473.5423.542
Limitation#473.5423.542
Audio#493.5003.500
Art#813.6253.625

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

WHAT IN THE HOLY MEGALOVANIA??

There is honestly so much I can say about this game. First of all, it's insane that this game is at such a high level of polish and game-balancing when it was done by one person in only two weeks. The bosses felt hard, but doable. The mechanics were easy to remember, but hard to master. Or at least to be patient enough. I always had the feeling of "I just need to lock in, and I will be able to do it." And the entire mechanic of freeing up space to have more space for movement, but at the same time it gets harder, the closer you are to the boss because you have less reaction time, is honestly ingenious. The hitbox of the main character feels good (I'm very grateful its so small), and the i-frames are fair as well. I would really love to know how you approached the bullet hell mechanics, and how much % of your time you spent on them lol.

A few things to improve on:

Sometimes the amount of tiles I would turn into grass would be smaller than it usually is, I think it was mostly when I was trying to use the ability on a snow-corner. I wasn't sure what was different and why it changed, because I was busy dodging.

A little sound effect when you collect flowers would really help! Sometimes I had to keep my attention on a flower to make sure I collected it, and would get hit by a snowball because of that.

Be able to get out of the Q-hole by pressing again - sometimes it was really hard to time it correctly, so when I came out I still had to time to adjust to the next attacks.

Overall an amazing game. Im honestly impressed. I couldnt finish it in one go, I got to the third loop, 2nd boss, but I will come back some other time and try again! A lot of fun!

Developer

Thank you so much for your review! :)

I'm so glad you noticed the thought that went into the game's design. Yeah, getting closer to the boss was intentional. Initially I was thinking the spring would "gradually increase" as you kept fighting but the player could just stay at the back of the map and dodge which was super boring. So I forced them to move closer to the bullets to get the last bits, which naturally trends the level's difficulty higher, and added the flowers to again get the player to move around and dodge :^)

The amount of tiles thing--the "grass spreading" depends on the direction of your cursor so make sure it's not that. But if you did know that, then it most certainly sounds like some edge-case bug I didn't catch >_>

I added the sound effects in the last two days before the game was due πŸ’€πŸ’€πŸ’€I just... completely forgot about the flowers. Making sounds or finding sounds was more of a challenge than I realized it would be.

Pressing Q to leave was a thing I considered but it trivialized the game. You can just hide from certain attacks instead of dodging. It would effectively be a shield and those are usually boring. This is the mechanic from this game I liked the reflect on the most. When designing, I needed attacks that COULDN'T be dodged so that the player is forced into a loop, so I thought "spam them with snowballs and make it so they have to bury themselves to dodge it" and at the time it's the best idea I could come up with. Since burying yourself is effectively free immunity, I wanted to discourage it unless it was used the way I wanted it to be used. My thought process was "Make it so it has a large problem, like not being able to prematurely leave, so that it's not used all the time" but that ended up backfiring spectacularly. 

Some people suggested making it use energy but that wasn't a good idea either: The attacks aren't choreographed such that the player can remember "Oh, in a few seconds the blizzard attack will occur, let me remember to save energy so I can dig". I didn't want to rely on memorization and replaying the level to "memorize" when attacks occur.

If I updated this game, I wouldn't add a shovel; I would add a way to "parry" certain undodgeable attacks because that requires some kind of player input, is intentional, and the player would have to move to the parts of the attack that are parryable. Think "Cuphead", where only some attacks are parryable. Maybe by aiming the parry towards the enemy, it could, over time, stun them for a few seconds as a little reward. It complements the high-paced chaotic nature of the battles.

That's my 2-cents @_@. For my first attempt at designing a game I think I did well overall! 

But yeah, thanks again for the amazing review. I love the work you guys did on Bear and Hunger :^)

Submitted(+1)

This was a really fun experience! The music was excellent, and the palette used for the artwork was nice as well. I admit I didn't think it would be that interesting after the first battle, so it was a pleasant surprise to see it switch up on the second one. 

Your snow-clearing ability only charging up when you move felt really nice. It was a great way to reward you for staying mobile without feeling too harsh of a punishment when you couldn't move, and it encouraged you to take risks/get better at dodging so you could still build up charge while bigger/more frequent snowballs gave you very little space to work with.

Great job!

Submitted(+2)

I had a LOT of fun getting through this game - I did not know that you could E while underground but I think that adding the option for the player to come out of the ground when they so choose to (especially with that final battle) would be a lot better than allowing for random chance of digging in the right spot to avoid taking guaranteed damage. Otherwise, I'm in the same boat fellow Canadian - Winter has to leave sooner XD

Developer(+2)

OMG were you the one who played the game on stream!?

Idk if you realized this but this is probably the first time I've really invested myself in game dev. Seeing someone on twitch play my game, make commentary, and hearing the chat's responses as well... I've never felt so happy in my life before i don't think 😭😭😭 It was SURREAL. 

Seeing people play the game in real time was SUPER eye-opening. It really shows how I should change my approach to play-testing in general.  I've probably heard the shovel complaint, like, 5 times now. It's so obvious to me now but I totally missed it when I was playing it because I thought it was already really easy πŸ’€I WILL watch others play the game before I release and not rush everything last second next time. 

I'm glad you liked the Mouthwashing mention, fellow Canadian :^)

Submitted(+2)

OMG HELLO !! WERE YOU IN THE STREAM OMIGAWSH HIII sorry if i didnt address you - i think i came upon this game through a random shuffle haha and what a pleasant surprise it was ! I hope you enjoyed the playthrough (assuming it was mine, did it have a little platypus as the mascot :3)?  and even if it wasn't my stream i hope you had an all out good time with creating this game, you deserve a pat on the back for this :). keep up the good work !

Developer(+2)

Yes you were the platypus!!! I wasn't watching the stream live but someone on Discord told me you played it so I watched the VOD :^)

Thank you for all the nice words :> I had a GREAT time making this game

Submitted(+2)

Oh gosh then please forgive my comments towards the end of the game if they were harsh XD I promise I was still having a great time lolol

Submitted(+1)

Honestly a fun bullet hell! I think bullet hell is the right genre.. Anyways, cute game! I liked the attack designs and writing was a bit silly but I vibe with it for a jam. I think only attack I disliked were the really tiny snowballs, but that's more of a personal thing where I think attacks designed to be purposefully really hard to see can be frustrating. I think there needed to be some polish in the art design and user experience side, I honestly got really confused at the start of the game figuring out what to do and the controls. Great job! 

Submitted (1 edit) (+1)

Game is really fun, and the battle mechanic is really good. Only issue is the dig not able to time when to come out. 

For anyone who can't clear the game... its a skill issue.


Submitted(+1)

An interesting approach to fighting. Those pesky snowballs are really hard to dodge. I was a little confused on how to get the shape to move forward. Probably something I'm doing wrong. Good job on your first solo game! I can only imagine how difficult it was doing the dialogue, combat, story, art, music. Great work!

Submitted(+1)

Very cute, and I like the fighting mechanics. I love the transition animation when switching to spring. very nicely done!

Submitted(+1)

Very cute game, loved how each season etc had their own character! Spring is saved!

The artwork was also adorable! I also quite liked the dialogue haha. I quite liked the "screen wipe" effect when everything goes green.

I liked how each loop you unlocked new dialogue and tools! I also LOVED the battle system, and how some attacks changed the walkable area.

The "grass place" command being mouse aimed wasn't something I expected, and somnetimes coming out of the shovel ability I would take unavoidable damage. It also wasn't really forecasted that well that the snowball flying around was going to erase the grass too, maybe make the ! show up a bit sooner on that one? There were also times where the snowball came by and wiped out my grass while I was stuck in the shovel animation. The final Frost fight also had a LOT of times where I was stuck taking unavoidable damage (big snowball, shovel during the "corridor" attack)

Submitted (4 edits) (+1)

The first bullet-hell game I have in the jam and probably the best one (didn't expect a snowball game in a spring jam lol)

It's really clever use of space (snow or grass) as the HP and build something around it. The mechanics are introduced step by step in the 3 loops make the gameplay fun and challenging while fitting the limitation.

  • Great difficulty curve with loop-to-loop variations
  • Audio feedbacks are polished very well
  • Interesting characters & bullet patterns

I'm rating the Gameplay 5/5, but the moves can still be polish even better imo

  • Dash : almost forget about this cuz there's no "whole line" attacks, I beat the game without using :p
  • Shovel : give moment of invincibility when leaving, or allow for leaving early, otherwise unavoidable hits happen
  • Wand : snowy attacks look same to the normal attack, and it's often too late to save energy when you see the ground warnings. Maybe give some vfx / sfx hint so the player get prepared early.
  • Not sure if this is intended but you can use E+Q (Wand and then Shovel) to protect your grass in invincible
  • This pattern is 100% hit?


Nonetheless impressive work as a first entry, and keep up the good work! ( ^ ⩊ ^ )⸝♑

Developer(+1)

Thanks for your review! I appreciate the depth :^)

I wanted to talk about your polish suggestions (all points I agree with btw)

1. The dash remark is a good point. I haven't created an explicit reason to use it but the few people who I "did" see play the game used the dash for attacks that didn't really need it but still got them out of sticky situations!

2. Already done. I can't update the submission but this is the problem I am the most sad  I didn't fix earlier >_> The invincibility makes the game SO much better in the later levels πŸ˜”

3. Yep I agree. I was adding sound effects on, like, the last day, so I didn't have time to create something associate with the "rolling snowball" attacks

4. Oh that is a bug!

5. I forgot to push that attack to later in the fightπŸ’€. You were "supposed" to have time to prepare for it. It's also too large I am realizing now.

All things I will fix >:)

Again, thanks! I love seeing feedback like this. It makes me regret not getting play-testers before releasing

Submitted(+1)

Inspired! Really really good!!! Gameplay is tight and fun! Design is awesome, music is awesome, gameplay is awesome!! i wish i had more to say but i'm only allowed to rate up to 5 stars which really feel inadequate this is a stellar design!

Critiques are pretty simple however, i wish we had the option to leave the dig state early, on the last two bosses the blizzard attack is followed up by a homing rocket and a narrow safe corridor attack respectively, and in a lot of cases i had no choice but to take damage at the end of the dig state as i couldn't leave it early once the blizzard had ended and before the next attack hit. Art/visual style is good, but nothing to write home about...

yeah that's l can think of, i love the characters personalities, i love the slow introduction of mechanics, the slow ramp of difficulty... really amazing! Only other thing i can dock points on is the limitation, as this game is about ending the loop, it's inspired by an endless loop but is not in fact endless, it only loops 3 times.

But i'm digging deep to find stuff to critique honestly i'm losing my mind over the design and fights, they are top tier quality and this whole experience was crazy fun to play c: you guys did phenomenal work! 

Developer

Thank you so much for your review!! I appreciate the depth like wow that's a lot of words.

Yeah the taking damage thing is pretty bad. The day after posting the game I added a 0.5 second invincibility right as you leave and it fixed the whole problem (because you get time to dash away). I AM SO UPSET HOW EASY IT WAS TO FIX

I agree the art style is pretty boring. I had to sacrifice lighting, shaders, and effort in the character sprites because I had no time left. Turns out working on a game while doing an internship is hard >_>. But thank you for your remarks regardless! I'll definitely work in a team next time to offload a lot of the work so I can do the creative things :)

And for the limitation thing I mean ur not wrong it's not endless LOL. I interpreted the theme of "Seamless Loop" as "having a loop that feels so seamless that it goes on forever" and not "literally" going on forever.  I guess that's part of the fun of jam's with themes :^)

Again, thank you so much for all the nice words.

Submitted(+1)

Just... wow

this truly is one of the more unique entries in the jam, I would not have imagined a bullet hell to be so easily combinableboth with the cozy and repettition elements of the jam. The character dialog is amazing, andthe entry was truly unique. Kudos on all aspects of the game!

Submitted(+1)

Wow, this is really impressive! It's engaging and fun! The gameplay reminds me of Undertale where you have to fight each boss by dodging their bullet, except this time, the ground have its own mechanic, too. The firework also reminded me of Undertale's dummy fight. The writing is great and also funny. "Life doesn't stay still, it grows" There's not a lot of dialogue, but they do pack a punch. At first, I thought the game is quite quiet, until I heard each boss' music, and it become much better. Smart limitation intepretation, too! Getting stronger each loop, but the bosses also do the same. Genuinely like this one.


Unrelated, but I wished my country has winter.

Developer(+1)

Winter is great because of snow and stuff but it's also super duper dry and cold and depressing LOL.

Thanks for your review!

Submitted (1 edit) (+1)

Really nice game, love the art and animations! And the gameplay is clever :]

Submitted (1 edit) (+1)

Hahaha, "I have no respect for people who enjoy life and nature" was such a good line lol. This is seriously impressive for a first solo project. There's a lot of polish here, even in the small details. The fight gameplay was engaging and inventive, and I thought the loop limitation was handled really well too. Each cycle giving you a new tool to help with the boss fight was such a smart idea. The difficulty pacing felt really good as well. And the visuals look great too, I especially like the effect of when the whole area fills with grass. 

Submitted(+1)

Pretty good game! I like the lore behind it, gameplay feels simple & fun, however I wasn't able to beat the final boss as it started lagging (number of snow particles ig)... despite, I like the variety of mechanics the player has to avoid in combat while all she can do is to clean the area from  snow, keep it up πŸš€

Developer

Oh darn this really sucks. I didn't get to playtest on a weaker device or optimize. I feel really bad; sorry >_>

I dunno if you already have but maybe try checking to see if hardware acceleration on your browser is on. Without it the game might struggle

But I'm glad you liked the stuff before the boss. I'll try to fix performance after the jam, or just release a non-web version which should improve things by a lot.

Submitted(+1)

This is a really good game!! I liked the dialogue text and the art was super charming!! Especially the dialogue art! I love how the seamlessly looping limitation was implemented and how both dialogue and gameplay changes when going through it again. The game is impressive especially since it's a solo project. 

The combat is a really really cool concept, but it needs a bit of refinement. Some projectiles are small and blend in with the environment which be difficult to see. The shovel is a cool ability, but it is very long, and the projectiles can hit you right as you come out of the ground which can be frustrating because it feels unavoidable. There are also a couple of undodgeable attacks depending on the amount of space you have. There are also many instances where I've been trapped in the small sections and couldn't dodge. However, I still enjoyed it! Good work!! ^.^

Also, Mouthwashing is in fact a masterpiece

Developer (2 edits) (+1)

Thanks for the review! It really means a lot.

I am aware of every one of those problems. Truth is, I just didn't have the time to design solutions.

1. Small projectiles: Small so they're easier to dodge, but the sprite's outline was embed in the sprite so scaling it down makes the outline thinner too. Woulda created a shader instead with adjustable borders
2. I hate the shovel (lowers player control when underground--cannot be broken out of early--forgot to add invincibility after leaving) but I couldn't think of anything better to hard-lock the player from beating Frost to create the loop. During my ideation stage I couldn't get creative but had to start working ASAP (I spent 2 full days before writing a single line of code!). In hindsight, a method to "parry" certain projectiles is a far more interesting mechanic.
3.  Undodgeable attacks would've been ironed out with more playtesting but I couldn't get to it :( I know Lumi had a few

Submitted(+1)

Well done, really liked how the limitation was implemented in the story.

Developer

Thanks! I appreciate that you mentioned that 😁