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A jam submission

ISH-ISH!BOOM-BOOM!View game page

Submitted by BIG SOK — 5 minutes, 46 seconds before the deadline
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ISH-ISH!BOOM-BOOM!'s itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#93.4003.400
Fun / Engagement#102.8002.800
Polish / Completeness#131.8001.800
Challenge Fit#14n/an/a

Ranked from 5 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)

Beat my score!

It was really fun once I got the hang of it. I love those types of games, bonus points if there is a rythm in which you have to hit the combinations.

Everything I would critique has already been said by jazhikho, so there is not much to add. 
In our last jam, a few weeks ago we actually made a similar game. There you had to move and jump using WASD and hit arrow key combinations to do stunts while being mid-air. There I added sound effects that increased in pitch for every combination you correctly hit. I think something similar  would have greatly improved enjoyment of hitting combos in your game too. ^^
Good job on your entry!

Developer(+1)

Thank you so much for your feedback :D
I'm really glad you enjoyed it (despite its rought aspect) and congrats on your score ! 

The sound effect with a pitch that goes higher for each input you execute is such a good idea. I'll probably keep working on the game and find many ways to add juice and improve game feel and i'll very probably keep this idea. 

Host(+1)
  • Music/Sound: None. 😭 This is important for polish!
  • Graphics: Passing aside the primitives in the main game, the graphics feel a bit tacky (the smiley faces specifically). It’s better than having nothing, but it is also a bit jarring to the aesthetic of the overall game. As far as the primitives in the actual game go, this is fine for the prototype, but sprites would have been better here (I know we discussed this with each other personally, I think I should have worked with you to make those sprites after all, lol).
  • Gameplay / UX: I think that the rhythm/simon-says feel of the game is actually a fairly creative way to resolve combat. I think that if you had paired this with a music with a pronounced beat that the player would have to time their inputs to, it would have been next level. The onboarding is… present, but a bit ham-fisted. A better approach may be to guide the player through the game and make them actually perform the actions rather than you simply describing it (sorta like the idea of showing rather than telling in writing). The gameplay was a little buggy - I found that sometimes, I didn’t have to enter the full sequence before the game moved me on to the next one. There is also no distinction between the types of circles I am ‘fighting’ - they are different color circles attacking me, and they all feel more or less the same. While this may not be true ‘under the hood’ (different patterns come up for different enemy types), we’re talking about UX and how the player perceives the game.
  • UI: Consider in-game menus - pause, settings, credits, etc. Also, the transitions were abrupt and jarring, consider tweens to make the transition feel smoother. The UI is tied to the UX here too - the way you present this menu system makes the difference between something that feels like a power point presentation verses a polished game.

Overall: I think there is a really good idea in here. Keep working on games, keep learning through pushing these games out, and reach out if you need help figuring out the ‘how’. Our collaboration was limited to consultation only this time around - if you’d like to collaborate more, working as a team is its own challenge as well, and would be worth experiencing. Well done overall. :-)

Developer

Thanks a lot for the very detailed feedback! I must admit I agree with about 90% of what you said. I just couldnt find enough time and energy to implement music, sound effects, some way to make each enemy more distinct, a more fluid and immersive onboarding, better transitions between scenes and much more 😅 Overall I just realised about 2 days ago that all I had was the basic prototype and It crushed me cause I realised the game was gonna be very "primitive". 

Developer

And about not having to enter the full sequence to kill an enemy sometimes, it's actually a power up that is explained in the onboarding but I'll admit that this is very poorly explained and displayed and I can clearly see why you thought it was a bug.

Host(+1)

Oops! You are right, I did miss that! lol. But it would have been nice to see the feedback ‘in-game’ in that case, like a popup - POWERUP! when the sequence truncates early.