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Riskless Rain's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #2085 | 2.659 | 3.000 |
| Audio | #2406 | 2.176 | 2.455 |
| Enjoyment | #2500 | 2.256 | 2.545 |
| Overall | #2580 | 2.337 | 2.636 |
| Creativity & Theme | #2731 | 2.337 | 2.636 |
| Seriousness | #2900 | 2.256 | 2.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Unity
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Comments
nice work on the game! it's got a lot of the nice sort of scaling upgrades you'd expect from a horde-survivor game (or rather risk of rain which you reference in the title xd). the upgrade ideas are fun, its just needs some more feedback and visual indicators for how far the sword swing and spin upgrades go + some other things like how much area the explosion upgrade covers. the maps look pretty neat visually, but due to the nature of wanting to charge the teleporter, most of the map gets left unexplored. risk of rain 2 incentivizes this by adding collectibles across map, but yeah thats a whole other mechanic to add for a game jam so i get it xd. i think it would still functionally work if the map was a smaller box, something like brotato maybe? but yeah took a couple of tries to beat the level 4 boss, but i managed to do so and then immediately die after looping back to the first level since i was low xd. was fun to go through, congrats on the submission!

Hey, honestly, I found it hard to make real progress. When you perform the spin, you inevitably stay close to the enemies, so they basically always hit me. The dead ends on the map were my complete downfall, because unfortunately you also don’t know what is blocked and what isn’t.
As a well-meant tip: from the screenshots I can see that you built a lot of content, and it feels like you put a lot of thought into where the game could go after the jam. Unfortunately, in a jam, you lose most test players if it doesn’t click within five minutes. Try to focus more on the first few minutes here. Throw players straight into the action and give them the chance to understand everything within the first few minutes, so they feel motivated to keep going.
Show how far the spin hits, and maybe make the cooldown shorter. Once that works, you can add more levels after that.
At the end of a week, nobody expects a perfect game with tons of levels. What people usually expect is a first impression of an idea that can be built on.
It's hard to see what you can walk through and what blocks, that makes it lose quite a bit of wanting to play, because there is little space to dodge enemies sometimes, and while exploring you come into areas, where you don't know what will block you when the enemies come.
When not playing full screen the powerup selection, didn't scale (they were out of vision and way too big).
I liked how fast you get upgrades and that they help meaningful (crow ally for example)
It's hard to see what you can walk through and what blocks, that makes it lose quite a bit of wanting to play, because there is little space to dodge enemies sometimes, and while exploring you come into areas, where you don't know what will block you when the enemies come.
When not playing full screen the powerup selection, didn't scale (they were out of vision and way too big).
I liked how fast you get upgrades and that they help meaningful (crow ally for example)
Pretty much what Aetherpixel said before me. The progression is stale, the theme is confusing when compared to the jam's theme, graphics just feel like assets thrown in a vortex of chaos, music was ok but sound effects were a bit awkward and very repetitive and uhhh, i don't exactly know how to rate seriousness but i don't think this is it.
Overall: 2/5. Some aspects of this have potential but need to be cared for better. The game just feels extremely generic now and doesn't really have a soul, but the ideas are there. Keep improving and you'll make nice stuff! :)
Enjoyment - 2 Stars
The game has no progression, it's just meaningless numbers in a new map.
Creativity & Theme - 2 Stars
I can't even tell what the theme is. The levels change every single time, so there's nothing to stay concurrent.
Visuals - 2 Stars
The graphics are just a ton of asset packs tossed into a blender.
Audio - 2 Stars
The music is actually decent, Wynncraft OST is a good choice. You didn't add pitch shifting though, which is really important for sounds that are repetitive like footsteps or sword slashes.
Seriousness - 1 Star
Just saying that the game is serious in the description, contrary to popular belief, does not make it serious.
Enjoyment - 2 Stars
The game has no progression, it's just meaningless numbers in a new map.
Creativity & Theme - 2 Stars
I can't even tell what the theme is. The levels change every single time, so there's nothing to stay concurrent.
Visuals - 3 Stars
The graphics are just a ton of asset packs tossed into a blender.
Audio - 2 Stars
The music is actually decent, Wynncraft OST is a good choice. You didn't add pitch shifting though, which is really important for sounds that are repetitive like footsteps or sword slashes.
Seriousness - 1 Star
Just saying that the game is serious in the description, contrary to popular belief, does not make it serious.