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Acid Reign's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #313 | 3.885 | 3.885 |
| Creativity | #552 | 4.192 | 4.192 |
| Artwork | #732 | 4.154 | 4.154 |
| Enjoyment | #1392 | 3.654 | 3.654 |
| Narrative | #6167 | 2.154 | 2.154 |
Ranked from 26 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?
Your weapons change as the number of remaining enemies counts down!
(Optional) Please credit all assets you've used
KayKit!
(Optional) What would you like to be called if GMTK features your game?
Incredulous Interactive
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Comments
cool game! tying your weapon selection to an enemy countdown is a super creative hook that makes inventory management actually matter. the soundtrack is an absolute banger and the amount of content here is crazy for a jam. it definitely needs enemy health bars and better damage feedback so you can actually calculate your overkill and the lack of healing paired with spongy enemies makes it a bit too punishing when you mess up. good work!
I like the neon aesthetic nice work
title visual is especially good
Such an impressive effort!
It was a massive undertaking, but I made it
Absolutely crazy amount of content for a jam game! Love the soundtrack, and the dual daggers were definitely my favorite weapons! I did notice, as I went through the floors, that the number of floors you go down can be inaccurate, especially when it's over 20. But the counting down the weapons mechanic was really unique and super cool to build around! Great work!
It was fun to have to switch up my play style after every enemy killed, really neat concept! Also the music is amazing!
This is my favorite game on the citadel!
The art style is fun and cute, I liked the variety of enemies as I descended into Hell(?) for the first few waves I was uncertain on when I would get to use each weapon, but that issue solved itself after a few rounds. The variety of weapons and the quips on some of them were charming and witty, though I dont understand what the enemies are doing? trying to escape, spread, etc. the Neon is a fun look, excellent use of colors. I would have liked some environmental hazards to... "Entice" enemies into, if I were stuck with a weapon I didnt really want to use. Maybe weapon degredation and the punch as a push would help this achieve even more count down flavor. enemy health bars would be a huge benefit to the game. In contrast to more than a few games I've played here, it was clear how to play and what to do from the start, big bonus.
The concept is awesome a really original way of using the theme and it has a lot of potential !
I like the concept of going down a list of weapons when attacking; I think that has a lot of fun potential. But the implementation does need some game feel improvements to get the most out of the idea. The attacks don't feel very rewarding; it's not clear what the range of attack is for both the player and the enemies. Also, it's not clear when exactly the weapon will change, or how many hits are left before that.
The music is awesome too. Nice job.
While I did go a good while without taking damage, it didn’t seem like there was any way to heal? I assume that’s either intentional, or only shows up once you’ve taken a lot of damage. However it was also hard to tell how much damage I’d given to enemies. Other than that clarity issue though, everything seemed nice a smooth for movement and for the aesthetics, and the music was great too!
Great game! The music is very fun and the mechanics are solid. I could definitely see this being extended. Would love to be able to see enemy health bars or see approximately how damaged they are. A dodge roll or other movement mechanics would be great here too.
Thank you! Agreed on the enemy health bars. That was one of the more important features that didn’t wind up making it into the jam version, but would really help players make more informed strategic decisions about who to fight next.
Thanks for playing!
Game's an absolute audiovisual treat, with solid gameplay and one of the most interesting interpretations of the theme I've seen so far! Here's a list of thoughts and feedback in no particular order:
Wow, thank you for the detailed feedback! Completely agreed on all fronts.
I think ultimately, the combat just needs to be rebalanced to be a bit more forgiving in the player’s favor (and having that damage feedback). Enemies having less health, quicker snappier combat, and more player health drops would really work in our favor. We set out to make Cult of the Lamb-style combat, and I think as we tuned everything to feel balanced, it all started to get a little bogged down.
Great note on the overkill! “Display Enemy Health” was one of the features that we ran out of time for despite it being pretty critical. Being able to know how much overkill you could (potentially) get from an enemy is IMO the biggest missing element from the game right now.
Damage feedback, knockback, and stun are a few of the remaining combat mechanics that didn’t quite make the cut. We had an ugly debug damage flash that we turned off, but looking back we should have just left it on. We may not do a big post-jam update, but we’ll probably at least patch in the damage flash :)
Thanks again! I’m happy you enjoyed it!
Music and sound were so stylish for this game! I loved the concept -- when you got a good weapon it was so exciting! I enjoyed this one a lot.
Thank you! Glad you enjoyed it!
I really liked this. The music was very good. I couldn't stop playing xD
Very good aesthetic and artwork, the idea is nice, but I feel like the audio is lacking, it's hard to tell if you hit an enemy if you don't look closely at them, also the music can drown out the sound effects that are already there, music is banging though so it's not that big of an issue
Glad you liked it! Yeah we ran into a few issues with our SFX that we ultimately had to de-prioritize to meet the deadline. We are planning to add some damage feedback, so that should help combat be more readable!
Wonderful! I deliberately play these as pick and play without reading instructions and let me say, I got it eventually and it was very satisfying. I like the idea of balancing saving good weapons for larger groups vs using them lower in order meaning every round you will have access to them.
I think feedback effects when taking and dealing damage are needed. This has a lot of potential.
Glad you liked it! Fully agreed on damage feedback. We’re planning to add that in a post-jam patch, which will hopefully help everything feel a bit more responsive :)
Thanks for playing!!
Cool music. Neat game. You might like my game too. It's a DJ Puzzle mashup /jam/gmtk-jam-2026/rate/4816765
Thanks for playing - glad you liked it!
What a creative gameplay hook! Loved the music a lot and played for a long time. The weapons where a bit hard to see/feel, that's the only feedback :)
Thank you! Agreed, the colors need a bit of work to keep things readable, especially when levels start to get crowded.
Thanks for playing!