Really polished game! Simple idea executed well.
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PATTACKA's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #107 | 4.289 | 4.289 |
| Audio | #275 | 3.921 | 3.921 |
| Creativity | #394 | 4.263 | 4.263 |
| Artwork | #588 | 4.211 | 4.211 |
| Narrative | #3175 | 2.737 | 2.737 |
Ranked from 38 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?
You have seven randomly numbered attacks at the start of every round. Each attack you use must have a lower number than the last.
(Optional) Please credit all assets you've used
Music used (from OpenGameArt.org):
• Title theme: "Pixel River" by Trevor Lentz
• In-game theme: "8-bit - Rush Point" by HydroGene
• Endless theme: "8-bit - Last Mission" by HydroGene
• Game over theme: "Eye of the Storm" by Joth
Sound effects created using Bfxr
Fonts used (From fonts.google.com):
• IM Fell DW Pica
• Koh Santepheap
http://kitfox.com/projects/perlinNoiseMaker/ used for noise textures
Code and art created by Joey Genet
(Optional) What would you like to be called if GMTK features your game?
Joey G
Comments

Awesome looking game! I love the unique grid combat mechanic, hope you expand upon it in the future if you keep working on the game!
Amazing art, idea and polish. It's such a solid entry and appreciate the juice. Tho sometimes things feel a bit random and you have no choice but to take a hit
heyyy from discord!!
Great game idea, i really liked the increasing difficulty and the gameplay:) The art is also soo cool and your cover image is amazing
I like the central mechanic of this game. It made me choose my attacks very carefully as I had to weigh between higher-numbered attacks and higher-priority enemies among other factors. I also like the twist at the end where you have to intentionally miss the enemy to spare them. Very fun.
What a creative take on chess and count down. How did you come up with this idea? Also, great job on making your own SFX. I thought you used a professional asset pack until I read the credits. Overall great game :)
Thank you! While brainstorming for the jam, I started thinking about limited resource mechanics, like a finite number of steps, jumps or actions you can take. One mechanic I imagined along these lines was having 10 different attacks that have to be used in a fixed order, each more powerful than the last, and after you use them all, you die. The original design was also more puzzle focused, with the goal of taking out enemies in pre-designed levels. To save time, however, I ultimately decided to spawn waves of random enemies and randomize the attack order at the start of each round in order to create more emergent puzzle-y moments. And while the theming of the game is very chess-esque, the original inspiration behind both the board layout and the enemy movement patterns was actually Rift of the Necrodancer! And I'm glad you liked the sound effects. Every jam, I basically just button mash in Bfxr until a nice sound pops out.
How do I spare them? I clicked and nothing happened :( Very enjoyable game, short and chill. Perfect to relax. Graphics were pleasing to the eye, the characters bounced and jumped cutely. Great entry!
Nice, found another card game :) I liked the mechanics.
It would have been helpful if I could have seen the tutorial again during gameplay (forgot movement patterns during the first play).
This game is very cute, bonus point because it has a message about peace <3
I had alot of fun, the idea is pretty creative and the visuals are good. The only real downside in can find is that the game may be bit too relying on RNG ? but aside from that it's really good !
Well done on this entry, keep up the good work !
Honestly a well executed and simple concept. To be honest, I managed to win without using much thinking. I'm not sure how this could be tackled, maybe with harder enemies that tanked multiple hits? Or maybe I'm just insanely good at this game for some reason.. I just didn't find myself having to plan too much.
Art and SFX were definitely a highlight though. Game was crisp and easy to play through. Great job!
Thank you! The difficulty was something I could have used more time to tune. I think that enemies with multiple hit points would be a natural next step in difficulty. For the purposes of the Jam, though, I didn't want to make it too hard, especially since there are two ending screens and I didn't want to discourage people from playing through multiple times to see both. That's also partially why I made a separate endless mode where players could simply survive for as long as possible.
I'm big fan of this game, and I really hope it won't be abandoned after the jam, as it have a lot of potential. I will love to see it as deck-building rguelike.
Use of chess is very clever, as it makes understanding enemy movement more intuitive, wich is almost always a problem in this types of games. I also need to say, that the details, like changed player sprite when you hover over different attacks, add a lot to the game. Sound design is also very good.
Finding anything bad about this game is really hard, even my unusual screen resolution worked well with it, which isn't a thing even in my own submission. The one thing that could be added, will be indicators, wich enemy moves first, as they can block themself, but its just minor detail.
I love this game, great work!
Clean, intuitive, engrossing. The interaction between enemy position/movement and the player move sequence with the restriction of moves always needing to go lower in the sequence really works to create interesting miniature puzzles. I like the way this makes me think across a time horizon as well. My only critique is that I wish the game were longer, and more visual information concerning the enemies next movement would be great. Thoroughly enjoyed, great effort!
Thank you for your feedback! I had drawn up some sketches on paper to get a feel for how the game might play, but until I actually got it working in-engine, I couldn't be totally sure that the attack patterns, the number of attacks available, enemy spawning/movement and board size would all come together to deliver that "miniature puzzle" experience. I'm glad you enjoyed it! And while I think more enemies, moves and board types could really extend the game, for now, there's always endless mode... >:)
Super clever and easy to understand game. The different poses the knight takes with each type of attack are a fantastic bit of detail that makes the "battling" feel a lot more alive. I found that the cards counting down from right to left instead of left to right was a little jarring at first, but that might just be a me-issue. Had a lot of fun playing!
A great reminder that simplicity often makes the best jam game. Rather than overcomplicating mechanics, this entry focuses purely on fun and simple mechanics and executes it brilliantly!
I love the concept, it has high potential, even outside game jam. Polish also stands out






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