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A jam submission

Super Serious Turtle BattleView game page

Submitted by Jotaco, Gamedev.jonah, AngelinaToste, CollinLFerguson, ChunkyKong — 1 day, 1 hour before the deadline
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Super Serious Turtle Battle's itch.io page

Results

CriteriaRankScore*Raw Score
Seriousness#4333.8544.000
Creativity & Theme#5923.8544.000
Enjoyment#9043.3363.462
Overall#9373.4103.538
Audio#11873.0393.154
Visuals#17002.9653.077

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Godot

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Comments

Submitted

Eyy this is REALLY cool! I mostly really liked this other than 1 thing..

Once you start, there is nothing to do.. I know that IS intentional and part of the game, but i wish there was still some agency to control your turtle.. There is another game which is kind of similar to yours in this very jam if you wanna check it out -> Spin2Win

I dont wanna compare these 2 but i do wish there was some sort of agency once you start, cuz even for the agency you DO get (to select the start direction) you do not know the direction in hwich the enemy will move, so even choosing that direction doesnt seem to matter most of the time.

Anyways, other than that, I LVOE this game! I mean even without that agency, we can atleast choose the weapons which is a fun part! (but again, i feel like if you could also somehow control the movements, you COULD make the fight more fun by going with the style more suitable for your weapon choices i.e. more dodges from  attacks when a melee fighter, more aggressive with the shield and etc.)

ok, but actually other than that xD
The art is GORGEOUS, I love that style for the turtles and the  maps and OHH dont get me started on that slowmo, it does its job perfectly! (Tho maybe the ui buttons could use some slight touch up :P)

Also the music is also amazing!, you guys smashed on the visuals and the whole atmosphere part!

(Back to the slowmo) -> Itd be a pain to see when they even attacked or their health without it, imo its a really good and necessary addition, it not only adds to the cinematic quality lol but also acts to convey info to the player, all you need now is a bbit of camera shake and this will be peak hahha

Oh also, i would suggest to make it so the health of the turtles is shown above them instead of right on them cuz on some colors (like green) its really hard to read with the turtle spinning (or maybe you can just have a small bar around the turtle instead of it just being a number)

Also, I was just writing out a dumb question cuz i was confused about the mine ability xD
I was also confused about how the mines spawning worked :sob: Glad i put 2 and 2 together before embarrasing myself. But that is also a thing imo, as you dont really control anything, its hard to see/know when certain things will trigger and might affect the fight..

I get this is suppsoed to be an auto simulator kinda thing, but if i have no control over a game im playing and i keep losing cuz of RNG, its bound to make me frustrated, am i right?

Well, dont take the criticisms to heart :P
The game is still genuinely good in most ways, but i feel there is more to be improved in the gameplay part for now, but i still had quite some fun here, keep up guys :D

Submitted

I enjoyed this a lot! The upgrades feel really nice, it has good roguelike energy. 

Unfortunately I wasn't able to beat it after a little over 10 tries, so the difficulty may be something of note. Also, the collision damage (with the walls and obstacles) felt a little unfair, even randomly triggering sometimes. I like the idea of smacking into walls and taking damage after a big hit, but the way that it was implemented led to a lot of moments that didn't feel fair.
Nice job overall!

Developer

Holy goated I loved your game, but yeah our physics system definitely leaves something to be desired haha. Certain walls didn't seem to absorb impact the same way others did so it leads to situations where the turtle is just speeding up by hitting walls a bunch of times and starts taking massive damage. As far as difficulty goes I think it comes mostly from the lack of balance in upgrades. The cannon and sword are just awful pick ups, but balancing is something we just got to a little too late. Glad you enjoyed the game though, thanks for the feedback!

Submitted

That was a really cool auto-battler. The music was a great accompaniment to the action. The only thing I would have liked was to have some control after the initial release, because it's was all watch and hope.

Developer

Oh you did Death Race thanks for checking us out! I kind of already talked about post launch movement in someone else's comment, but I think we probably could have implemented some indirect way to control the player turtle. Unfortunately I never came up with something that would still leave the auto-battler part of it intact. Thanks again for giving feedback!

Submitted

Okay I was not ready for these turtles to be spinning on their backsides (despite this jam theme) that made me laugh!

I loved the change of pace this game brought where I could just sit back and root for my turtle while the spin does all the work!

The slowdown effect was nicely implemented, I could get a good feel for how often I was hitting my opponents!

Great music, the composer(s) did a great job with that instrumentation and composition!

The visuals were fun and I'm glad I got to see the win screen, my turtle packed with my upgrades, and even choose their color!

Setting the direction didn't click with me at first, I just hit start and suddenly I was going, but it made sense after that first time.

Awesome job and well done!

Developer

Thank you for all the positive feedback! I'm also glad you got to see the win screen because that does not seem common lmao.

Submitted

Nice game but I can't move easly because the button doesn't show when I press play

Developer

Hey I'm glad you liked it! It might not be clear enough, but the way you control your direction is by dragging the red dot before you press start. That just controls the initial launch direction. Afterwards, there isn't a way to influence the direction, think Beyblades!

Submitted(+1)

10/10! no notes

Developer (1 edit)

Thank you, I'm glad you liked it!

Submitted

Really cool game! You did a good job incorporating both seriousness and spinning just with the turtles. I really like the slow motion effects when the turtles collided.  

Developer

Thank you so much! Before we added the hit stop (slow motion effects) it felt a bit bland, so I'm glad people enjoy it.

Submitted

This is a super fun game! I really enjoyed it! It kind of reminds me of those bey-blades from a few years ago! My only suggestion is some SFX on collisions and explosions would have made it a little more immersive. Potentially some sort of way to control/influence the battle after starting would have made it a bit more interactive?

Great game though, you should be super proud!!

Developer

I completely agree on the sound design front, it would have been great to dial in a bit more on that front and make the sounds a bit beefier. We went back and forth on controlling the turtle after launch, but ultimately decided that if the turtle couldn't figure it out on its own, it just didn't deserve to live. Glad you enjoyed the game!