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A jam submission

FOR THE QUEENView game page

A rhythm-roguelite against the clock.
Submitted by Juk Games (@JukGamesX) — 14 hours, 41 minutes before the deadline
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Play For The Queen

FOR THE QUEEN's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#2944.0984.098
Narrative#4753.8043.804
Artwork#5374.2354.235
Audio#6073.7253.725
Creativity#10454.0004.000

Ranked from 51 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?
I used the countdown theme through the combat system. During every fight, the player must act at the right moment by pressing attack / block or special ability when the indicator reaches the correct point on the circle. The countdown creates constant pressure and makes every decision important. Reaching zero is not the end the fight restarts harder, giving the player another chance to improve.

(Optional) Please credit all assets you've used
Art : Craftpix (characters, enemies, locations, book UI, Font)
Code, design, writing, SFX: Me =)

(Optional) What would you like to be called if GMTK features your game?
Juk Games by Alistanov M

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Comments

Viewing comments 27 to 21 of 27 · Next page · Last page
Submitted

This game is really fun!  I could see myself spending quite a bit more time on the endless mode.  You've got great pixel art and animation, a well implemented story, and excellent music!  I feel like both characters are pretty well balanced even if the samurai felt overpowered at first. 

My one biggest criticism is that the notes that appear at 1 and 2 o'clock on the circle feel nearly impossible to react to when a new circle starts.  At first I thought the marker from the previous circle was previewing the next, and when that changed color I didn't have time to react to it.  This is where the majority of my damage came from.  I'd say if you can get a preview of the next cycle appear after the indicator passes 6 o'clock it'll help a lot.

Amazing job!


Submitted

I think the game would really benefit from a tighter soundtrack that matched the beats we hit as the player if you decide to put more time into this and make a full release on steam. Otherwise game is super creative and fun.

Submitted (1 edit)

Really fun game. I don't have any feedback that hasn't been mentioned. I beat the game by using the knight and just reflecting damage. I picked up reaction time, reflect, healing, and in the last 3 chapters I just ignored green beats. I avoided the flurry upgrade to have as many blue circles as possible.

Submitted

Really cool game, art style, mechanics and gameplay in general. I love it and I think it's one of the best this year! Nice and interesting work, well done! :D

Submitted

What an incredible entry.

Great story (with a very cool "twist" at the end) and super fun gameplay. It felt a bit too easy for me at times and I think it might be due to those upgrades being really strong (which is great and I'd much prefer overpowered +60% to something instead of +5% that I won't ever even notice).

The artwork is a bit inconsistent, but that's because it was sourced from different places (which I totally understand - it was better to focus on story, gameplay and audio, because it all paid in the end).

Fantastic job!

Submitted

Awesome game not to mention it works really well on mobile! The later levels is really hard but that is fun as hell. After a few tries I was able to beat the final boss.

One thing I would note is that it would be better if there is a way to preview the next cycle. For now if I was unable to finish off the enemy in one cycle it's pretty much guaranteed that I would fumble the next few inputs because there is just not enough time to react. And a countdown before starting the turn would be nice too although not that much of a problem in my gameplay.

Nonetheless a very well polished and enjoyable experience. Would totally love to play a post-jam version!

Submitted (1 edit)

This has been such a blast to play that I have to force myself to stop playing so I can focus on other stuff. It is really just a magnificent game all round. Really well polished - The art style is absolutely fantastic, the sound design is lovely, and the narrative is great as well. So all in all a great game.

There are some gameplay nitpicks that I had...

Firstly I believe the jump from region to region is a bit to harsh, especially in the Abyss section - that I found to be the hardest. 

The other thing is that Combat is maybe a bit too fast later on and even earlier at times, I have no clue how much health the enemy even has up until I actually end up killing it. Which isn't too big a complaint but that is something which could be improved. 

The wait at the start is nice but as a previous comment said, the loops after the first one are continuous so really difficult to get them right later in the game.  I think a delay in each round might be something but I guess there could be better Alt solutions to that issue.

One nitpick I did have, which tbh I really should not considering this is a jam game, is that Defend doesn't feel as responsive, but I think that's just me being too harsh tbh.

Apart from that, the special is a bit weird as well, the heal one isn't  worth much since you get the 20% and that is just much better and doesn't break the game Rhythm either. So that could be worked on as well.

Lastly I had a thing that I wanted to ask, Do the upgrades stack?

And I shall be returning to this game quite soon. And if ever this goes beyond just a jam entry I will be looking forward to it. Well done on an amazing entry.


P.S. The boss fight room takes a bit to load in for some reason.

Viewing comments 27 to 21 of 27 · Next page · Last page