Really cool artwork! The enemies were quite tough to maneuver, but with a little bit of playtime, playing this game becomes satisfying! Great job!
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Love Story Shorts's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #1161 | 3.375 | 3.375 |
| Artwork | #1167 | 3.982 | 3.982 |
| Audio | #1641 | 3.393 | 3.393 |
| Enjoyment | #2291 | 3.429 | 3.429 |
| Creativity | #5245 | 3.125 | 3.125 |
Ranked from 56 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
As Saoru progresses, the number of rounds decreases, bringing him closer to the final confrontation with BULLER.
Comments
Really loved the art, the Dev called it "programmer art", I disagree, I thought it was very lovely and charming, keep making games!
I like the enemies in the game and now the porcupines have two modes of attacking the player. One with spikes around them and one where they shoot spikes. Creative enemy design :)
Such a fun take on the theme, and a really good love letter to those old school difficulty games! Haven't beaten the boss yet, but I WILL SOON! c:<
I love the consistent retro style you have for this game. Everything felt really polished and smooth but very hard for me personally due to my skill issue. I also had a hard time seeing the enemy projectiles but overall I think it's a really nice game made just in 4 days!
Holy moly that took every fiber of my being to beat the Buller. I really like the art style and think the sounds match quite nicely. Good job!
As far as mechanics, I really liked the pace and movement feel, but I noticed that jumping was kind of wonky if you pressed it right after striking an enemy. It seemed inconsistent and sometimes you wouldn't get any upward momentum.
Keep making stuff like this!
Played at https://twitch.tv/hedge_in @ 2:50:52. This felt like one of those really difficult NES games and i love it!! Good job!!
I found it too difficult to fight the flying enemies, and the strategy I had to use for the hedgehog things were standing on the platform and waiting for them to group up, so I never made it to the boss... I liked everything else about the game though
Great art and great sound design but a bit hard but hey that maybe my skill issue. Well done :)
I love everything about it except the gameplay. It looked really promising but then the combat was annoying. Art was nice though.
This desparately needed a movement tech dude, the enemies attack too fast, you were trying to emulate the 16 bit movement? But the enemies should have some time of delay between getting to attack position, spefically the porcupine, and the knockback, is very bad, since games from that era didn't have them to begin with, and it can push you into other enemies killing you, the random enemies also can easily sorround you, making it nigh impossible to win, the platforms, though technically a good idea, end up hindering the player more than they help, the flying enemies, don't have a height cap, so they will just go out of screen to not get attacked, they can only be attacked while and a little after they attack, which makes attacking them harder, there's no invincibility frame for attacking enemies, or getting hit by enemies gives very little invincibility frame, so if you are sorrounded either due to random enemy spawn or just due to the inability to kill them fast, you will just die. And the double jump help, but not that much since the entire jumping is too fast, and makes it hard to make tiny adjustments.
Also the best method to get to the boss was to just spam the attack which isn't really a good gameplay loop.
If the player had at least a dash that makes them invincible, that would have helped massively, or just invincibility frames right after attacking or getting hit would have helped a lot, should have checked games from the 16 bit era for the attack and movement and enemy movement.
Also since you get knockeback after hitting enemies, the enemies should probably get stunned too, so that the player has time to get back and attack again without worrying about the enemy immediately attacking, unless of course the enemy is a boss, in which case them not getting stunned makes sense.
All in all decent idea, but just the execution wasn't the best.
struggled a lot with the knockback when hitting enemies, and there's no recovery window after taking damage so those three lives can disappear very quickly. But everything else that's here (or at least everything I was able to see with my limited skills) is super polished, responsive, and clean. Congrats on the submission!
Such a well made game! If you're a fan of platformers and good tight mechanics, try this! I still need to beat the boss, but i'll be back
Movement felt really great and I really enjoyed the difficulty! Jumping could take a little bit of tweaking, it sometimes felt a little bit too jerky for my taste.






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