wow
Submitted
Rabaneto| Criteria | Rank | Score* | Raw Score |
| Use of prerequisite | #1 | 3.882 | 3.882 |
| Overall | #2 | 3.518 | 3.518 |
| Gameplay & Enjoyment | #3 | 3.412 | 3.412 |
| Art & Audio | #6 | 3.529 | 3.529 |
| Use of theme | #8 | 3.471 | 3.471 |
| Presentation | #9 | 3.294 | 3.294 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ziva
Wasn't made with Ziva
GameMaker
Was made with GameMaker
Easel
Wasn't made with Easel
I really liked this game, I’m into rouge-likes and brotato and this fits both those categories, for it plays similar to brotato.
I saw that the game could have had a smoother learning curve but it felt like it was intentionally made to be steeper because of the style of movement. If you had made the controls move directly towards the mouse instead of rotating towards it, the game would be easier but have less depth, so good game design choice. Furthermore when using your dash, turning around is made instant just for a moment which was a very good game design choice and made the game much more fun.
A thing I noticed is that this game is pretty hard in the early stages of the game. In rouge-likes it’s usually a rule of thumb to make the early game fun but still challenging but not too challenging. I wouldn’t expect a game in a game jam to be able to accomplish this, as it takes lots of playtesting to get it right, im just mentioning that it’s there.
I would say being attacked felt a bit too punishing, as it makes the character face towards the enemy forcing you to turn away from the enemy creating very tight movement, although the great choice of making longer base i frames made it not as punishing and actually made the game feel more responsive so i think in the end it was worth adding.
I do feel that the cool down could have been a little bit lower when starting.
One thing that this game did exceptionally well and I loved was that whenever you died it felt like your fault and not the game’s fault. In a rogue like this can be hard to achieve, I loved to see it in this game.
I swear the particles used for the flame of the dash is perfect like it couldn’t be better, it’s just perfect. I liked that. Along with the rest of the art, I really liked all the art, very cool.
I enjoyed the variety and uniqueness of the items, it’s very hard and time consuming to make items for a rogue like in a game jam, very impressive, respectable and cool. I absolutely loved this game, it is my favourite game jam submission ive ever seen.
I actually agree with almost everything you said. I put a lot of thought into the learning curve because I think it's something many people don't pay much attention to in game jams since the games are usually short.
I also think I could have handled the cooldown much better. I implemented it that way at the beginning, and it just stayed like that. The dash is the core mechanic of the game, though, so I spent a lot of time making sure it felt good to use.
As for the items, I'm not very proud of them, to be honest. They definitely could have been designed better, but it was a short jam, and I had to come up with them quickly so I wouldn't spend too much time on that part.
I really appreciate your feedback. Comments like yours are exactly why I want to keep improving the game even after the jam. Thank you very much! :D
Probably the best one so far. No only being perfectly alligned with the theme but the overall game as well.
I once did a similar type of game that's probably why I'm so impressed by yours made in 2 days by just 1 person. That's crazy level of polishedness here, man. Just this bumping effect when you hit the rock - that's the minor thing that gave me "oh, niiiice" feeling. x)
Really love the Dash mechanic because it works 2 ways: not only attacking but also avoiding enemies. Sound fits great, good balance, re-roll is a nice thing, movement is so cool that I was able to play on my touchpad the first time, lol.
Shortly, sick micro jam game.
Few things to consider:
1. The final screen. x) Frankly, just because I didn't pay attention to the waves, and in the end, when I died, I didn't know what was my final result.
2. Maybe the dash curve from 0% to 10-15% can happen faster. I didn't get at first that the dashing was happening even tho I held Z. I thought that I was don't something wrong or that the dash has some other conditions to happen.
3. Just a piece of advice: for game jam it might've been cooler to have the finite number of waves and a leaderboard (even a local on the game page) and let players compete for the best time. Debatable, but I found it's funnier for game jams to have it like that. :) I'm interested if you chose an infinite number of waves based on something?
Wow, first of all, thank you very much for taking the time to write such a big comment. And yes, I wanted to do things well because this Micro Jam was my first jam and only my second game jam overall. That's why I reused a lot of little things from my other games, such as a script to make the bumping animations easier, the trail effect, the camera, the HTML auto-adjust, and that kind of stuff that usually consumes a lot of time. I also planned the game and some mechanics a few days before the jam started, so I was really happy when the prerequisite fit so well.
I also planned to have a finite number of waves, with a boss at the end and an ending, but I preferred to focus on other little details, and by the time I noticed, I was running out of time.
I'm glad you enjoyed my game! I love this kind of comment, and I'll definitely consider your feedback as well! :D
And now you're saying it's your 2nd game jam... Yeah, someone's taking it seriously. x))
Funny enough, that's also my first Micro Jam and I also really wanted my game to be polished this time. With all the effects I want, all juice (to finally plan my time the way I ACTUALLY have some time for juice). And it unexpectedly worked... My artist and I were as well spit-balling the ideas before the limitation - just for "Speed" - to have some mechanics to choose from, and it definitely paid off. I even had time to go swimming on Sunday, lol.
And yeah, I get it with the running out of time... Classic. :)
Well, yeah, this is only my second game jam, but I've been making games for fun for almost six years. I also used to challenge myself to make games in one or two days, so even if those weren't for jams, I already had a bit of experience making games in a limited amount of time.
I'm glad to hear you managed to finish your game the way you wanted! I think a lot of people don't end up finishing their games during jams, or at least not exactly how they imagined, so it's always nice to see when someone manages to do it.
I'm a bit busy right now, but I'll definitely check your game out later. I'm looking forward to playing it!
Wow, I really like your artwork; the music and sound effects fit in perfectly, and I think you fully captured the jam's theme!
I enjoy the game, but there`s definitely need some balancing.
This is for me personally, I feel the game is "Slow", in term of the "Dash" Cooldown, enemy movement speed,
I spend most of the time just waiting for this cooldown instead of the "Satisfying feeling" When dashing enemy.
There are several ways, increase the dash duration by a lot, but slow the cooldown.
Killing an enemy reset the cooldown also keep the game more "Satisfying" allowing player to dash between enemy.
I love the idea, the art and the execution is great, but for me need more balancing.
Very slow in the beginning but gets really good with the levels! Got to wave 11 before deciding to stop x)
Love how you can just circle on enemies to register multiple hits
I really like the art style of the game, it's really easy to distinguish between the player and the enemies due to their contrasting colors. I also like how there are many waves, with upgrades in between. It'd be cool to add crates/chests to the map, which the player can break with their dash to obtain extra coins :)
I had lots of fun playing this game! The boost mechanic is an excellent use of the prerequisite, and the art and animations really tie everything together. Sometimes having my direction changed when Im hit or I bump into a wall can be frustrating, but everything else makes this game an overall enjoyable experience.
I just loved this game! It has a very nice aesthetic and good color choices. I discovered something: if you hold down Z and keep the mouse in the center of the screen, it spins in a loop and you become practically immortal while the bar is charged. Finding a way to make the game easier made me spend a lot of time on it.
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