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Kaiju Invasion's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #53 | 2.467 | 2.467 |
| Enjoyment | #58 | 2.133 | 2.133 |
| Concept | #60 | 2.400 | 2.400 |
| Overall | #62 | 2.183 | 2.183 |
| Use of the Limitation | #76 | 1.733 | 1.733 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
4! Me, Cyberkillerdev, cinsonn, and Honeybee
Software used
Unity, Clip studio paint
Use of the limitation
The player not only has to metaphorically "lock in" to win as it's a very challenging fighting game, but the player is also locked into a small area where they have to fight
Cookies eaten
1 MILLIONN
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Comments
The gameplay was fun and the concept cool, but I found the gameplay a little unfair, given the not-so long attack range in perspective to the monster's. But still, good job!
alriiight, this is a fun one but i have some notes. let me start by saying the 2D art is beautiful and the game's concept and potential are actually really good and fun. however, first thing is that the player's attack looks quite short, some extra visual effects could help, and the parry feels unnecessary as dodging is a much better strategy which brings me to my next point, this game needed more variety in enemy types or at least attacks, i know its only a jam but one enemy gets repetitive very very fast. but overall, still a great job and a pretty good game, just needs some polish is all.
thank you so much trying my game and thank you so much for the constructive criticism! I wish we could've added more enemies, and that was the goal, but due to time constraints we had to settle with one enemy type :/. Some VFX def would help as well, these are all great ideas I'm going to keep im mind moving forward tysm again!
For me I don't know when does the enemy attacks, so parrying in time or dodging in time is an issue. And parrying here is kinda useless because you can just dodge. The cool parts are the music and the art though, but could be further polished!
Tysm for playing and commenting on the game! I went for a warning symbol visual approach to signal whenever an attack was incoming, some VFX or more visuals would've definitely helped tho.
Yes but the time between the start of the flashing of the warning sign and the attack is not that clearly expressed imo. Unless it is really short, it's a bit hard to predict when the actual attack happens.
ya makes sense, thanks for the feedback!
You gotta be more generous with attack colliders for the player and make a enemy collider smaller. Otherwise it's a bit too hard to understand where I'm safe or where I can damage enemy.
Thank you so much for the constructive criticism. I've now adjusted the player hitbox and boss attack cooldown to make it easier for the player to dodge and hit the boss. Also be sure to hit right click to parry the boss, which also gives an opening for attack!
Very fun