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Draydoll's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #31 | 4.667 | 4.667 |
| Overall | #33 | 4.255 | 4.255 |
| Audio | #62 | 4.152 | 4.152 |
| Enjoyment | #81 | 4.182 | 4.182 |
| Seriousness | #107 | 4.212 | 4.212 |
| Creativity & Theme | #329 | 4.061 | 4.061 |
Ranked from 33 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
The game feel and juice in this game is really nice, I feel like it might be a little too easy in its current state? didn't feel much challenge from just spamming left click and the 2nd upgrade (forgot its name, space one) felt a bit underwhelming,
not sure why all the inputs are hold instead of straight click aswell.
But these are honestly minor notes as I really enjoyed smacking the hell out of enemies and making bank
Thanks for playing!
Yeah, combat was a bit too brainless; we are rebalancing it for a post-jam update as I write this!
Base attacks and Special attacks will have their power redistributed, and enemies should pose an actual threat.
Also, we can decrease the hold threshold on interaction, but it's just in place to prevent accidentally pressing the button in passing buying something by mistake. An indicator for when you're holding should hopefully improve the UX though!
Its very fun!
I wonder how it would be if it was a fully finished game
Thanks! I'm glad you enjoyed it!
The art and audio was great! It's super impressive you managed to get worldbuilding and NPCs and stuff in such a short time period, although I got softlocked at some point when I knocked an enemy back into it's spawn
Thanks for playing!
Sorry to hear you got softlocked :(
We are already working on tweaking the enemy spawns so weird interactions like that don't happen anymore!
My reaction time is way too slow for this game, but I love the mechanics, the visuals and the audio, great job!
Thank you for playing! I'm glad you enjoyed it!
Love the game concept and the dark tone, gives me steampunk vibes, the art, music, and sound fx are top notch. I liked the parry mechanic and the torque mechanic is unique. I enjoyed the visuals of the attack upgrades, but I did have some trouble using them regularly due to the high torque required. It would be nice to have a lower threshold to use them more frequently and with a larger power-up than a regular attack. The glimpse of the world you created is so compelling I want to see a follow-up to this with a full story-line and multiple levels. Amazing effort for a game jam and very creative, great job!
Thank you! I'm glad you enjoyed it!
Combat will be rebalanced! Hopefully, after reworking basic attacks, parrying will be more useful and siphon more torque!
Shockingly polished for a game jam and very fun! I could definitely see playing a full version of this a ton. Could definitely use some more juice on the special attacks, I ended up not using them much after I got them bc they didn't really feel super different from the regular attack. The hold E to interact could use some kind of indicator you are doing it as well, felt a bit awkward sometimes. The art and theme are really intriguing and was the main thing that got me to save this to play when I spotted it.
Overall great job though, this one gets full marks from me!
Thanks for playing! Glad you enjoyed it!
You're right that the special attacks, unfortunately, didn't amount to much.
Combat will be rebalanced and juiced up!
A holding E indicator is a really good idea for better UX. I can't believe we didn't think of that, haha!
It's always the simple little things that add a lot!
Very interesting game! Has a nice feel of combat and the gameplay's quite fun as well! The visual is awesome and the audio is also an awesome addition to the player feedback! Though I do feel like there could be a bit more juice added to the attacks to make it much more satisfying! I would also say its quite serious. Overall, very polished game! Great work!
Thank you for playing! I'm glad you enjoyed it!
I agree about the attacks; We plan to add to those after the jam!
Very fun little hack-and-slash game! The combat was really satisfying. The timing on the little 3-attack main combo feels nice, and I really liked the torque system that urges you to keep moving and attacking, rather than just sitting back and parrying; it prevents things from slowing down too much. The timing window on the parry is tight (or maybe I'm just bad at reading the enemies' tells), but when you hit it, it feels really good.
The upgrade system was easy to understand, but the first upgrade at least did not feel like it was any better than my main attack. Maybe that's me misreading something (maybe it does more damage and I didn't notice), but it didn't feel like much of an upgrade (unlike the second one).
I'm a fan of the graphical style, too. Very consistent and cool style, and great at setting the atmosphere. I do with there was a little more "juice" in the combat pieces; the controls and feel are already great, but I feel like more visual feedback when you make a hit / parry / are hit would really elevate the feel all that much more. My biggest example of this is that I would have liked the feedback when getting hit to be more intense/noticeable (both aurally and visually). Sometimes I felt the need to look over at the health bar to see whether I had been hit or not, which pulled me out of the flow state I was in. My other graphical nitpick is that I spent a lot of time near the gates at the top of the arena, and enemies would disappear behind the black shapes covering those entrances, which could get a little frustrating (though eventually I learned to pull everything to the middle of the arena).
The sound design was also good. Cotton's voice acting for the main character felt very professional (and reminded me a lot of the sounds Hornet makes in Silksong); it added a lot to the combat. The music is good, too, but I really would have liked the intensity to ratchet up a little bit during combat. I could imagine keeping the current music (which is great, but very subdued) for in between fights, and then just fading in something on top that makes it feel a little more frantic during combat.
All-in-all, this is a very stylish game with well-designed combat. I'm not very good at it, so I had to use the built-in "cheats" (which, by the way, great idea for a jam!) to win, but I had a lot of fun with this one on the whole. Great work!
Thank you for playing! I'm glad you enjoyed it, and I really appreciate all the insightful feedback!
I agree with all of what you said:
Loving the game. The mix of 2d and 3d is quite the ideal and it is very well done here. Also the time saving for programming by making the upgrade area in the same scene as the battle area shows how skillfully the main points of the game were focused on. Plus love the art and atmosphere of the game, very otherworldly which adds to it all
Thank you so much!
Also, you've got quite the keen eye; we did try to avoid scene transitions for this jam, haha
I'm glad you enjoyed it!
this feels like a full fledged game...the art, visuals and everything are all 10/10! my only nitpick would be that the web build has some resolution issues but that's Unity doing it's thing ig....nothing bad to say about the game itself...great job
Thank you for playing!
We did notice the resolution being wonky at times, especially on different-sized monitors. It's one of those things you notice after and don't have the patience to troubleshoot, haha! We recommended fullscreen for that reason, but it's far from a solution.
Hopefully it did not impede your experience, and most of your gameplay was on screen!
If we come back to this after the jam, we'll definitely look into making it more consistent.
This is such a work of art, from the storytelling to the visuals to the gameplay itself which was the best part of it all! This game has an engaging hack and slash style combat encouraging the player to just dice 'em up slimes: the more you attack the more you gain torque which leads even more slashing and dashing. The parrying mechanic relying on perfect timing an rewarding the player with a counterattack was a nice touch even when without that the combat itself was already engaging enough.
Also really liked that character design: oozes with personality. Got nothing more to say 'cause this already looks like something belonging on Steam. Great job really.
Thank you for such high praise! I'm glad you enjoyed it!
Combat is always one of those things that's hard to get right, so this means a lot!
THIS GAME IS AMAZING!
Honestly it could straightup just be a whole game was it is! The art, audio, writing, mechanics, everything works beautifully! Without a doubt one of the best entries I've played so far!
Thank you so much! I'm glad you enjoyed it!
The combat for this game is probably the best in the jam, it's so fun! The parry timing is pretty tough to get down but it's super satisfying when you do. Plus all the abilities you unlock are great and add depth. The setting is cool; I like how the crowd throws you money if you do well and how you can descend to go to the shop. Also the visuals for the game are so damn good. I guess my only complaint is that it seems you can only heal once and then it becomes unavailable afterwards? I'd love to see this game expanded upon with new enemies, abilities, etc. Such a cool game!
Thank you! I'm glad you enjoyed it!
And yes, the healing was actually designed to be a once-per-wave purchase! Unfortunately, it stopped working probably sometime before submission, and we didn't catch the bug until the morning after the grace period.
We have a couple more ideas for the character and the world, so an expansion is very on the table if time allows!
Combat felt very responsive very awesome narrative was so cool too love it
Thank you! Thanks for playing
Wow. This is by far the most complete game I've played thus far (50+ games).
The combat is smooth and fun and the feedback is satisfying. I like that you can practise your acquired skills in the dungeon on that thing (don't know what it's called in English). Also the debtor is very relatable from a game dev point xD
every aspect was very polished and had the right amount of player feedback. The only criticism is that there's way too much reading for the attention of a game jam (3000+ entries), but you gave us the option to skip lines (unlike other games). Overall a 5* game for sure
Thank you so much! I'm glad you enjoyed it!
And I hear you; two minutes of dialogue isn't the best way to start a game, haha! I normally try to adhere to a "show, don't tell" philosophy, but the exposition would've required another scene/environment that we just didn't have time for. If we come back to this game, the intro will definitely be reworked into more active storytelling!
P.S. The training dummy was a really simple addition, but I was really proud of the idea. I'm glad it was recognized!!
Intriguing visual. Maybe add visual line/area to know the hitbox/line of the enemy so it would be clearer?
Thanks for playing!
And yeah, the hit FX aren't the most polished; it's currently just a couple of wind sprites rotated around the players and enemies, haha
I imagine that with more time, we could better telegraph enemy moves and make parrying them fairer!
Amazing game and visuals are superb. Very well polished. Very in-depth story and narration which was intriguing for a jam game. The hack-and-slash gameplay was very fun but I had a hard time using Parry and the other upgrade options, so I ended button mashing the normal attack to get through them all. Maybe a tutorial only showing how and when to use them would be nice.
Overall it's an awesome game...Well Done!
Thank you for playing! We had actually hoped for the chance to craft a tutorial, but we didn't find the time throughout the week, unfortunately.
I totally hear you, though! If we go back to this game after the jam, a tutorial will be one of the first things added.
Really nice visual style. The character controlled a bit weird, but the underling idea and gameplay was good. Nice job!
Thank you for playing, and thanks for the feedback!
Incredibly clean game, very fun to play! The polish shows in the right places. Excellent work!
Thank you for playing!
Probably my fav game I've played so far, absolutely OOZING with character and is incredibly consistent throughout, super nice colorwork and the audio is also on point. The parry lowk feels better than Silksong's, the zoom in combined with the sick meter and the crowd actually cheering you on is SO clean oh my god. As for criticisms I think the shop is underdeveloped and it would be nice to get more than one health pickup (?is this intended), but for a week this is incredibly well put together, awesome work!
Thank you for playing! I'm glad you enjoyed it. (Silksong is high praise haha).
The health pickup was supposed to be ONCE PER WAVE. RIP.
And yeah, there were more ideas for the shop, but a week is only so much time.