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Mutanical's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #65 | 3.692 | 3.692 |
| Fun | #103 | 3.154 | 3.154 |
| Accessibility | #147 | 2.692 | 2.692 |
| Audio | #149 | 2.692 | 2.692 |
| Overall | #149 | 2.835 | 2.835 |
| Graphics | #182 | 2.769 | 2.769 |
| Originality | #196 | 2.538 | 2.538 |
| Controls | #210 | 2.308 | 2.308 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4
Theme Interpretation
It has a mutation phase when you collect enough cell
GWJ Participation Level
5
Team Size
1
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
An interesting little bullet hell game. The visuals are unique, and that's exactly why I like them. (My only issue is that it once again uses the "choose one of three" type of level-up system, but that's easily forgivable.)
This is pretty fun once enemies start to popup, but It took me about 30 second to see the first enemy. I kept running towards the right tho, maybe that caused enemy not able to "catch" me at the beginning the of level?
Overall, very cohesive experience! Art and Sound are both great!
Thank you for your feedback! Yes, you are faster than the slime enemy, so thats why you didn't see it. I made it to spawn on the start :)
Ah I tried again, Indeed. So the best strategy to level up faster is to stay and wait for the enemies.
I had fun playing this! I thought the animation was very funny, the music and sound effects were just right, and it was a simple but effective game jam entry!
Very interesting experience. I would love to see a higher density of enemies in the early game and a tighter, more responsive combat system
The inability to attack upwards or downwards is inconvenient. Also, the beginning of the game is very drawn out; perhaps the game's difficulty shouldn't be tied to the level, that would have created a dynamic early on. After a couple of upgrades, it's already playing quite well. I also noticed that the active abilities have too long a cooldown for me, at least 30 seconds for the blue head. I also think they should have added some level-specific healing.
Fun vibe with an implementation of the mutation theme that quickly has noticeable impacts on the gameplay. A direction indicator to find off-screen enemies could've helped in the early game.
This was fun! We have a similar game mechanic