Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Momentum MoriView game page

A beyblade-inspired game.
Submitted by Monarch, TitaniumLili, 591mL Studios — 51 minutes, 49 seconds before the deadline
Add to collection

Play game

Momentum Mori's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#1684.3454.345
Audio#1683.8973.897
Seriousness#5593.7593.759
Overall#5913.6143.614
Creativity & Theme#14143.3103.310
Enjoyment#17412.7592.759

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Other/Custom

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Hello! I have played your game for a while and I have some feedback for you! Some of it mirrors what others have said, however.

  • I like that you have an options menu! A lot of games I've tried didn't even bother with that. It looked like you could remap buttons in your options as well, but it seems that that's not actually the case as of yet.
    • I wish it had a pause menu so you could exit a fight early.
  • The visual style of the menus & UI is great!
    • The fact that it says "Take your time" when you use Spin Focus Mode... yeah there's no beating the Persona 5 allegations with that one.
  • The character art is also fantastic! However - the stylization of the menus and the hand drawn character art seem to clash with one another, imo.
  • I think there's supposed to be a natural progression to the fights, however they're all unlocked at the start. I chose 'Baba Yaga' (the first) in the menu for my first fight and the opening text reads "Monarch forgot to add text to this bullshit." Not the greatest first impression.
  • Baba Yaga seems to be in your enemies list twice. I'm unsure if it's supposed to be a rematch or if this is a mistake. 
  • As others have said... everything about the actual combat feels nebulous and unclear.
    • I'm fairly sure the point is to clear everything off the screen that is not your circle.
    • The RPM in the corner is your health.
    • You have bullet time and a chain attack.
    • Beyond those facts, I'm not sure. I don't know when an attack is going to damage me vs. when it hurts an enemy, I don't have a good sense of how hurt an enemy is, and the arena is so large compared to the screen size I sometime found it hard to even find the enemies.
  • There's no feedback to if you've won or lost a fight. I think I beat Onibancho twice, because then the screen put me onto Dwayne. Then when I fought Dwayne the screen also put me back on to Dwayne. So I think I lost the Dwayne fight and the game is telling me to retry it? Not sure though, it could just always put you on Dwayne after a fight.
  • I only fought Onibancho, Dwayne, and Baba Yaga, but it seemed like they all had creative and unique mechanics to their fights! Good work there!
  • There seemed to be hints of a story about Dracula. I didn't do all the fights so I didn't get the full picture, but that part seemed cool.
  • I'm not sure what exactly is spinning? I guess the circles spin but since they're solid colors it's hard to tell. Some of the dialogue says the word 'spin' and the health is measured in 'RPM' but this didn't feel very clear to me.

And those are my thoughts. I hope I don't come across as too negative! I'm trying to offer constructive criticism to every game I rate! This one feels like it could be very fun if you manage to work out some kinks and communicate things better to the player!

Have a wonderful day and good luck in the Jam!

DeveloperSubmitted(+1)

Hey, hell yeah. If I want a place to go where I can see just about everything I need to fix, this is where it is. Thanks for the help and the advice, mate!

Submitted

Really cool little game! I will say that I agree with other commenters that it can be a little hard to tell what's happening and what is damaging the enemy and what's damaging you. Still, this is incredibly impressive for having a major development issue.

Submitted

The current UI and graphics design work is stellar! You guys also had great music and from what I've seen of the art, good art direction. Its a shame that development was so troubled because I think you guys could have developed something great! I think what the game was really missing was some sort of boss heathbar. I felt aimless just ramming into the boss circle until me or it died. Regardless, I'm exited to see what you guys make next, you guys clearly have an eye for great design!

Submitted(+1)

The visuals and music are phenomenal, especially the UI. Good job!

Submitted(+1)

Really cool UI and art direction! It's clear you had a really strong vision. The combat was also really satisfying 

Submitted(+1)

This game felt soooo polished and juicey to play!! The presentation was amazing, and shows the amount of care and ambition for the game, and even after reading the description, I am still quite amazed about how polished it feels! I can only imagine what it would have looked like with actual characters, but honestly, the circles flexed around in such cool ways that I really liked the game for what it is now either way!

The main critique I have, is that I wish you got launched immediately after letting go of the chain button during a slow motion. I found myself not using the slow motion function so much due to that latency (even though the sound was SO SATISFYING!!). I also thought it was a bit hard to tell whether I or the enemy took damage if I just rammed into them without using the chain, but other than that, I loved all the particles and stuff!

I wish you the best if you continue with this game, I bet it would be a banger!!

Submitted

The UI and menu music was extremely captivating and really polished! I trust the game will look great when it is developed a bit more! As for right now, the movement felt smooth and the time slow and chain are really crisp, but without a tutorial or instruction, the game is unfortunately unreadable as it stands.

I am super excited to see how the game turns out though!

Submitted

I love the time-slow mechanic and the visuals! my biggest issue is there's no way (if there is, I didn't see it...) to tell how many hits each enemy will take, or if you're missing hits (specifically for the teleporting enemy), but everything else was really cool. if there was more time, it would've been awesome to see how each enemy looks during the fights

Submitted

Incredible visuals for the game. Game oozes aesthetic! The menu and artwork are really well-done and super easy to get immersed in. I think my only nitpick is just contextual stuff; I didn't really know what was happening with character select or just when in gameplay. I also didn't know if I won or not, and how health worked exactly (I think it had to do with mph, but I wasn't sure). Either way, good stuff y'all!

Submitted

The UI and visuals are great, and so is the music. But I think the game needs to be more clear on what you are supposed to do.

Submitted

11/10 for presentation already! the menu looks amazing as expected and the artwork of the characters looks incredible too!

Moving around was a lot of fun but it was not fully clear to me what exactly I was supposed to do, am I supposed to just bonk into the others or what does the chainwhip do exactly?

Rpm as a healthbar is clever too, I hope you'll continue to work on this one cuz I do think there's a lot of fun to be had here despite the issues you seem to have ran into during production.


also: ''Monarch forgot to put text to this bullsh*t'' LMAO

Submitted

this is so amazing! it has a really distinct visual identity and the controls are really fluid 

Submitted

Absolutely wonderful game, really enjoyed it! The controls are responsive and intuitive, although unfortunately they are listed the wrong way around in the corner of the screen for the mouse buttons. My only complaint is that it was hard to determine enemy health and if you won/lost, but I had fun playing.

Submitted

Reallly awesome game! You managed to make relatively quirky movement physics feel very responsive and fun! I will say I found it hard to know if enemies had health or how exactly they were dying, and if I "won" the level or not as there's no screen indication, but still a lot of fun just to move around and play the various levels/enemies, and bonus points on the awesome main menu!

I wanted to play this earlier but I got an error when trying to play (something about a pck file) I had to refresh and try multiple times this time around to actually get the game to start, not sure if this is just me or a bug.

Submitted

Very good game in terms of visuals and feel! Theres a lot of nice action feedback and the ui is also absolutely gorgeous and responsive, I love the art of the character portraits too, theyre really well done. As for the gameplay, it also looks and feels really good to control, though i also kinda dont have a proper understanding of whats really going on i guess? its not really clear whats happening youre mostly just jumping straight into gameplay after the quick story. But that could just be me being dumb though who knows :p Overall though this is still a really satisfying game! Good job

(1 edit)

for me, the game was super confusing and I can't say I understand the concept of it

Submitted

I've worked with you guys on two game jams before and not unlike those, this was a very ambitious project. It's clear to me as well that it's easy to just slightly overscope during a jam and if, additionally, just a couple of things go wrong during development, the loss of that time can have a huge impact on the final result. The good stuff is obvious - Lusk and Rockii made some very nice portraits and tracks, no notes there. The backgrounds and presentation all have a very consistent feel, solid style. (I do wish the grid of the battlefield could be a little less opaque, it hurt my eyes a bit when I was going fast)
Enemy AI was executed very well in my opinion, you tried to communicate and anticipate every attack beforehand and their movements kept me engaged throughout.
What really sells it though.. The controls are sick. The lerping of the blade, the animation when you hit an enemy! Even though it's just represented by a circle, the feeling of spinning really really fast is realized super well here and it's obvious to me that the time spent on crafting and improving upon this basic movement was great allocation of development resources.

I wouldn't say this about a lot of the other stuff, though. And this is where your ambition dragged you down quite a bit again.
(Long inhale) SIX encounters, fodder enemies, attack patterns, cool backgrounds, a smooth Monarch ui-slop menu in true fashion, an options menu, a stylized encounter selection with portraits, pre-encounter story text, two special abilities, an interesting spin on health points, multiple music tracks, the list goes on! (gasp for air) 

I think you should try to shift your focus away from quantity. I believe that at its core, in ideal form, a jam entry like this one should be more like a polished prototype than a full experience. I imagine what you could have done had you, say, limited yourself to just two or three really good battles. One that actually shows you the basics of the game, one that challenges you to learn its fighting language and one that truly tests your skill. Instead, there's six bosses that each have around 1-3 special moves, from what I've seen.
I did not feel a difficulty curve during my playthrough. It seemed like Dracula was around the same challenge as Dwayne or Baba Yaga.
And while pre-encounter text can help set the atmosphere, it lacked the depth and invested resources here to truly get me on board with what was happening and instead blended together into a vaguely themed blob of words. I even feel like using the time you spent on implementing the text and putting it into the game to instead just work out some nice, contextualizing paragraphs for the game description could have worked better. Like how old games used to do it with their manuals!

Tldr.; there's lots of great stuff here. You guys are great. It's a very fun game to play. (Which is arguably the most important part!) But for a one-week jam, don't focus on variety. Prioritize YOUR niche and make it stand out! That way, if things go wrong either IRL or for technical reasons, you can still catch back up and dont feel like you have to spread yourself thin just to have every aspect covered.

Submitted(+1)

Super cool game!! I love the character designs, they're all super well drawn! The gameplay felt satisfying, however I was very confused about what was actually happening. There was no indication of whether either me or the enemy was taking damage and I couldn't ever tell if I beat or failed a stage. Other than that though, I seriously had a blast playing this! It's clear you put a lot of love and work into this game. Seriously well done!!

Submitted

Gotta be the coolest presentation I've seen so far in this jam. Very clear you guys are pros at UI and animations, I love the music and sound effects as well. Very fluid and juicy movement, coupled with an amazingly done bullet time mechanic. I love it.

Some things I think could be improved:

  • Not sure if everyone being circles is intentional or just a lack of assets. If its intentional, I think you should show it off more so player knows its the design choice.
  • Chain attack can be spammed, but only the latest chain will actually propel you. I think introducing a proper cooldown would reduce confusion for the player. As far as I understand, chains don't do anything on their own, they don't have collision and only mechanic is to propel you.
  • Game lacks indication of who takes damage, it desperately needs a short color flash, or a HUD indicator, or something. No indication of who won during a fight either, the only way to know is to notice if the selected boss in the menu is changed or not.

It is clear this game is made with passion, every character looks lovely, and UI just really pops off. With proper care you guys can turn this into a full game in my opinion! I can definitely see the potential.

DeveloperSubmitted(+1)

Ah, it was indeed a lack of assets. Most of the team was out for three days so we really only had three days asynchronously to get it working. Zero tutorialisation didn't help in that regard either, but ah well, we ran out of time. I'll do better next time for sure.

Submitted

What is going on