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LiquidOrbs's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #7 | 4.000 | 4.000 |
| Relevance to the theme | #28 | 3.300 | 3.300 |
| Overall | #30 | 3.120 | 3.120 |
| Execution | #39 | 2.900 | 2.900 |
| Metroidvania | #50 | 2.800 | 2.800 |
| Enjoyment | #61 | 2.600 | 2.600 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
Defected Side Effects, both these themes are aded into the combat of the game as landing attacks reduces your health, the character you play as also is shown to be wore down and broken contributing to the theme
Team/Developer
Ken_Coeus
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Comments
Had a couple technical issues that prevented me from playing it. Pressing E to interact would only show up if im standing at the exact spot that was always arbitrarily out to the side. I then had an issue respawning, id respawn then the screen would go dark as soon as i jumped and respawn me again.
The game seemed really promising though, interesting and unqiue mechanics that felt satifying to play around with, I thought the music and graphics seemed cool to
Could not get anywhere in this game. I genuinely cannot tell what exactly is going wrong with the combat, all I can tell is that it's incredibly broken. I have absolutely no idea what's even damaging me half the time - it sometimes feels like I just suddenly start taking damage anytime an enemy is so much as on screen. Interaction prompts also regularly break and require me to leave and reenter the interaction region to work, which was extremely frustrating - it seems like the idea is they're supposed to deactivate if you're facing the wrong way, which would probably be fine on its own - but they don't seem to reactivate when you turn around, only when reentering the are entirely, which makes it obnoxiously finnicky to actually interact with anything. Might be best to just ignore facing direction entirely like someone else suggested, would easily fix that bug.
Camera lagging behind the player was a bit annoying. Generally you want to do the opposite so you can actually see where you're going. Screen transitions seem to awkwardly flash the last image before entering the transition around the screen a few times - I don't know if this was an intentional effect, but it really just looked like a bug. I think it needs more refinement if it's intentional.
Core moveset feels vaguely interesting, I really would've liked control rebinding though. The existence of a seperate dash action when your attack already seems to be a sort of dash felt awkward and made me think the attack button was broken for a second as it looked like it was just doing the dash move again. I like the varied uses of the orbs in theory, but they felt a little awkward to use with the current control scheme (and then with the enemies being as busted as they are I couldn't really use them effectively in combat anyway)
I did at the very least really like the art. It's a really appealing style, it reminds me of old flash games a bit. It's very appealing and well refined. Good work there, I just wish the mechanics had a similar degree of polish.
Yo thanks for the critical feedback, the screen transition isn't a bug and the random damage taking is a poorly explained hazard mechanic. You gave me some clear goals to work on through you feedback and noticed the art direction I was going for (Yea it was flash game inspired), thanks for playing.
I really enjoyed the movement. Running and dashing felt smooth, and the attacks are and satisfying. The art, music, and overall vibe were great too.
I really love the movement, it feels good to move around and dash everywhere! The attacks are also fluid and feel good to use. Like the other comment, I was confused on the combat system. From what I can tell, you need to hit the orbs back at your enemies which requires you to first hit them and damage yourself? That kind of makes sense, but being able to execute it seemed quite difficult. Maybe reducing the enemy difficulty at the start or having even easier enemies to start off with? But I really like the idea of how your HP is tied to your damage output, it might just need some balancing and tuning. One quick thing, it would probably feel better if you could interact with an item regardless of the direction you're facing!
The aesthetic is really great and the characters are charming! Great job, I really wish I could have gotten past the combat barrier and keep playing!
This seems pretty neat. I love the visuals and whole vibe of the game from what I've played, everything is so bouncy and squishy and just fun to run around in. Music sounded pretty nice and the SFX meshed in well with everything else to me. From what I read of the dialogue, it seems pretty charming and got a smile out of me, so good job there. However, I don't know if the combat is for me, though. I get... confused. It's sometimes hard to tell when I'm actually taking damage from enemies vs myself being too gung-ho about attacking. There was also this one moment where I just walked forward and got hurt and I didn't know if it was a hazard or bug or what, but that lead me into my next thing: There seems to be a bug in the foglands that happens when I die. After I respawn, when I hit jump, it seems to run the respawn code again as the screen goes black momentarily and I'm sent back to the respawn point. If I mess with my plugins, it fixes itself for a bit, but comes back when I die again. It's strange. (For reference, I was in the browser if that's relevant.) Still was pretty neat, though, even if it's not really for me. Good work!
Thanks for the feedback, luckily Im able to resubmit the game so hopfuly those issues will be fixed, thanks for playing!