Love the aesthetics and the character design!
Reminds me of Toon Zelda! A bit unbalanced, but it was still a blast. :D
Congrats! <3
| Criteria | Rank | Score* | Raw Score |
| Artwork | #2123 | 3.667 | 3.667 |
| Audio | #3354 | 3.000 | 3.000 |
| Narrative | #5593 | 2.250 | 2.250 |
| Creativity | #6233 | 2.917 | 2.917 |
| Enjoyment | #6295 | 2.583 | 2.583 |
Ranked from 24 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 must choose and use items before the countdown is over.
Love the aesthetics and the character design!
Reminds me of Toon Zelda! A bit unbalanced, but it was still a blast. :D
Congrats! <3
Cool idea and concept! The knockback felt a but too much but still fun!
the idea of using mariokart item boxes in gameplay that resembles a souls-like is really cool! I think the art looks great and the animations are well made
My feedback was that understanding how to use items at first was a little difficult
I like how the boss pushes you with his projectiles, but i think it would hae been better if projectiles that push you don't deal damage, with instead the sea killing you instantly
nice job guys!
Nice lil' game, very unbalanced, but was sorta enjoyable ^^ some balancing would do this good. The bombs were pretty op, since you can just pop one and keep aiming it, there's probably some timing involved for best damage, not that it matters when half the time you are spending dodging.
The artwork and the music seem pretty good! The game could use some sound effects though and maybe it would be better if players could attack in some way without relying on mariokart style item boxes that spawn in random places on the map. It kind of just felt like I was sitting there dodging attacks while waiting for another item box, and when I got it, I had to stop and select an item before watching it vanish really quickly while I ran back to get in range of the enemy.
Pleased to know that the art and music are to your liking! I actually spent most of my time working on the models and game environment, so it means something to me. And the mariokart itemboxes are kinda random but I like them. The game is definitely lacking in sound effects we left them untill last minute but all we had were 16bit SFX which wouldn't fit well with our game. And maybe increasing the item's duration and the itembox spawn rate would've been better, but it is what it is. thank you for playing!
I drowned after the boss shmacked me with a coin. On the next play-through I was able to hit him with a sword a couple of times and he disappeared in the air… It would be a lot better if items would chose randomly automatically, it’s quite tedious to do it manually with a mouse every time. I wish you had more time, thank you for the experience!
I feel like the fight is only really fair or feasible if you pick up on one of a few correct play styles, but having found one, it does feel good to play. I wish the sword was more usable, as I couldn't really get close enough with it, but I did really enjoy how the bombs were designed. The timing and aiming systems work in such a way that they're fairly easy to use and have some mastery to them!
I struggled a bit with using items, but it was most certainly an interesting concept! Great work!
Interesting game, I really like the art for it. The 2d drawings &3d objects, combined with the vibrant sky. It really gives me feelings of the Dreamcast games.
If you're aiming for a Soulslike, this project definitely has a lot of potential! It still feels a bit early in development—for instance, adding a quick restart button would make a huge difference—but you're on the right track.
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