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A jam submission

DOPEAMINOYDView game page

Submitted by ainkrrs — 3 hours, 9 minutes before the deadline
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DOPEAMINOYD's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#243.9503.950
Sounds#303.5503.550
Overall#323.6503.650
Fun#493.5003.500
Theme relevance#833.5503.550
End-of-life plan#843.7003.700

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

End life plan
The game will remain playable for free and receive updates if people are interested. This is a game without need for internet connection, so I think sharing the last playable version in case all web versions are down is fine.

Transparency note
No AI was used. I reused base enemy class, UI elements and some sounds. Every other asset is made by me (graphics, code, sound, music) for this project specifically.

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Comments

Submitted(+1)

Nice art and mechanics!

Submitted

That title screen is one of the most beautiful in the jam. Detailed pixel art of a red haired ninja with a high ponytail, black mask and huge Wolverine style claws, the title in letters that each have their own colour, and her silhouette repeating as a background pattern. It looks like a Mega Drive box. The character sprite is excellent.

And the name is the thesis. DOPEAMINOYD with the combo as a survival mechanic is a joke about addictive game design itself: you don't hold the combo to score, you hold it to NOT DIE. The dopamine loop became a life requirement. That's a smart bit of framing and the rainbow combo counter under the white SCORE, each digit a different colour, is tacky in exactly the right way. It says "this is the number that gives you pleasure" without a word.

The HUD is clean too, health in red, SCORE, the coloured combo, level in cyan, the ability icon on the side and a discreet "Z - help" in the corner. The dark grey pixel art cave with hanging green vines is well made and the character stands out against it. Controller support with the triggers documented on the page is a nice extra.

Three notes. I walked a fair distance and didn't find a single enemy in the first stretch, so my score stayed at 0. In a game built entirely around holding a combo, opening with nothing to attack empties out the first impression, which is the one most jam voters will get. It also wasn't clear which key attacks, I tried X and saw no animation, and only noticed the "Z - help" afterwards. And the cave is dark and monotonous, the grey platforms against the grey background blur together a bit.

The art and the concept are above average here. It mainly needs to drop the player into the action faster.

Submitted(+1)

Oooh I like a lot the JUICE this game has! How the attack animation looks, the hurt and dust particles, even the text color and moving effects. It’s all very juicy and makes me want to kill more more and more! And obtain an even higher score!

You got the NES style perfectly.. I think the music is what contributes more to this with the chiptune song. I wonder if it was designed with the sound limitations of a real NES? IDK maybe I’m exagerating, but I think it fits very well and is also quite catchy. The selection for SFX are also quite good.

Also I dont really know why, but i like the way everything moves xd. Definitely one of the best polished games!!

It took me like 3 attempts to beat the first boss, and the time I did beat it a died a couple rooms forward. It sucks not getting little to no opportunities to heal, the only times would be in upgrades, and including that you are not ensured to get a heal upgrade (or at least I think so), I would also lose all my new gained health within a couple seconds xd. Or in the boss. It was complicated for me to get near the boss to hit him but also get hurt.

Submitted(+1)

its reay fun i like Graphics and movement !👍😊

Submitted(+1)

Nice and tight mechanically, cool visual style too

Would be neat to see a meter building for when the next upgrade choice unlocks (also might be good to add a confirmation or something cuz I accidentally clicked an option because I was spamming an attack lol)

Submitted(+1)

Nice game, the platforming is good

Submitted(+1)

I'm a bit saddened by the fact that this (as of right now) only has a single digit amount of ratings, the platforming feels pretty damn polished and the level doesn't have any typical ProcGen jank. You really should keep working on this, it's super nice and I'd love to see more; especially since I couldn't even beat the boss or make it to level 3 hahaha.

As soon as RNG gets involved there's more to getting points than just pure skill, in the case of this game I'm of course talking about the procedural generation. If I got a level where more green slimes and fewer flying enemies, I could get points much faster, level up, and beat the boss. For a High Score Chaser like this I'd prefer more intentional level design, but that's a matter of taste.

 I played with a mouse, which made me want the sword to always attack in the direction of the cursor. Obviously you also offered attack with J so that's not possible, having to quick tap the opposite direction key before attacking an enemy behind me was annoying. 

Another thing that frustrated me a bit was the fact that flying enemies could be knocked through walls, as this meant a lot of going down and back up through stalactites, resulting in a lost combo. Luckily the dash is really sick, and lets you go fast enough to catch up most of the time.


God this turned into a bunch of paragraphs on things I had issues with, probably because I really enjoy this and want it to be as good as possible. Big fan of the enemy variety, and the boss was a lot of fun despite my lack of skill. Great job on the art and music as wel! We love game jam games with original music, and the sword slash is really satisfying. Keep making cool shit!

Developer(+1)

These kinda paragraphs is what it's all about! Thank you for taking the time. I definitely took the route of adding as much as I can instead of polishing things. The difficulty is quite overtuned for sure, even after I buffed the values. I think you are right about RNG and high score not working very well together and I think the score system will take a backseat over other mechanics I'm thinking about, because I feel like the current design is very limiting. I often hear complaints about not being able to aim melee strikes, so I might finally add 8-directional aiming for this one (I do have reasons for that :) ). This won't solve your case in particular (there's aim time for attacks that I can only reduce, not remove), but will definitely allow for more control. What do you think about that?

Submitted(+1)

Very cool game. I loved the ghost mechanic where you can jump higher in that form! brilliant! The sound effects could be improved though it wasn’t bad Something that needs to be worked on imo would be enemy AI, it felt too simple and the flying ones don’t collide with the walls so they can be pushed inside them and I have to wait for them to move out of it evantually. but overall it’s very cool well done

Developer

Glad you liked it! Enemies do need work, that's for sure. I'll be looking into ways to make them more fun.

Submitted(+1)

I only managed to reach level 4. It's quite difficult, but really good. I could see this being released on Steam if more time were invested in the game.

Developer

Thanks for trying it out! I do think the difficulty is a bit overtuned as well and plan to fix that after the voting is over.

Submitted(+1)

Dude, I just really want a story in this — it's so damn cool, would love to see a full release down the line.

Developer

Thank you! I do have some ideas on how to get this to full release. If you don't mind, can you share what story you imagine for this? 

Submitted(+1)

Love this game! The graphics feel very classic metal gear solid! Nice work very juicy! <3

Submitted(+1)

Very nice, not much to say. Solid.

Submitted(+1)

cool game

Submitted(+1)

Loved this one!