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PRIMORPHOSIS's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Adherence to Theme | #20 | 4.333 | 4.333 |
| Creativity | #20 | 4.167 | 4.167 |
| Presentation | #44 | 3.500 | 3.500 |
| Enjoyment | #50 | 3.167 | 3.167 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I always appreciate custom art. The oxygen mechanic was a unique and fun twist that made me consider my actions inside and outside of battle, giving more meaning to what's usually just an MP gauge. I admittedly sucked at the game and died before getting too far in.
The combat confused me. I don’t remember seeing any explanation for the timed attack thing – it just popped out and took me by surprise, and even then I couldn’t really tell when I was actually supposed to push the button (this was worse for guarding than attacking).
Another thing that I realized just as I was giving up is that there was a random note in the beginning about certain things taking more oxygen, and I think one of those things was “dash”? I had enabled auto dash out of habit, and didn’t really make the connection initially. If dash is going to have such a negative side-effect, I’d personally recommend removing the auto-dash option entirely (and probably make mouse movement not auto-dash too).
Anyway, I didn’t get very far, but what I saw seemed pretty decent. It just needs a bit more polish to be really good.
Challenging fights!! made it through without dying :P though the ATB system could definitely be a little more forgiving, i've found that stocking up on tazer batteries and only using the defense debuff was very effective. utilizing the skills is greatly discouraged due to the fact that succeeding the dodge QTEs lowered your oxygen by a significant amount. Though I do appreciate that winning fights had you regain oxygen
I do somewhat agree that the maps feel a little too large with too much space between points of interest, but overall this was pretty enjoyable!
Primorphosis Review (Three deaths in)
First Impressions:
Great dialogue and music, solid premise, overly large maps,
high difficulty controls (I’m really bad at ATB + the controls don’t match
MZ standard and aren’t listed), unavoidable combat.
Mini Essay:
Though I set myself a limit of 3 deaths I quite enjoyed the part I was able to
play, the dialogue was smooth and effective in setting the premise of the
game and personality of the characters, and the music was used very
effectively in highlighting gameplay.
I say the maps are needlessly large because I don’t feel like
walking down an unchanging empty hallway for 5-10 seconds between
anything else is a valuable use of time and space. The distribution of points
of interest is perhaps a little too consistent making them less interesting.
The sprite art is highly detailed but the base map tiles are extremely simple,
(I know its dirt from the dialogue but i couldn’t tell anything other than
“Its brown and maybe behind glass?” visually).
The enemy encounters are nigh unavoidable and I died before exploring the
mechanics fully in my third encouter in the first run (skill issue). Fighting
two enemies in one encounter, even when using skills, was basically a
player instakill (at least for me). Though I was able to escape from combat the
enemy runs really REALLY fast and I was immediately thrown back in combat
to die a pitiful death.
Death 2 came from the same encounter though I almost killed one of them this
time after using the tazer mechanic.
Death 3 was at the hands of the second type of mob (made it to another map
woohoo!). Overall the combat difficulty floor is far above me.
Great Game! Lots of Fun!
thank you! Sorry if the combat was too tough.
You can actually avoid encounters, if you run past the enemies enough they will give up chasing you (I probably should have been more clear about this)
I was able to run past some in round 3 but if the player gets noticed the enemy is faster than my sprinting. Still super fun though!
Amazing music, cute character art. Although some sound balancing is definitely needed, and the combat is way, way too punishing/RNG-heavy.
thank you! Although, can I ask what makes the combat rng heavy?
The speed of enemy attacks and the player's gauge seem to change speed arbitrarily, being either wildly quick or too slow, so I didn't feel like I was able to ever get a rhythm going with dodging and dealing damage. When you get hit it's really bad since the enemies deal as much damage as you if not more most of the time. Especially if there's more than a single enemy, battles are really hard; escaping them didn't help because the enemies immediately chased after you, too.
the speed thing is probably from specific enemies like the bilemouths who have enough speed to attack before you unless you tazer their legs to reduce speed (tazer ignores speed order and just attacks as soon as you input it)
Sorry, I actually meant the speed of the gauge (the one that dictates your attack's strength) and timing to dodge attacks.
I see. I’m not sure why you had the issue with enemy attacks because I programmed it so that enemy attacks are the same timing every time