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Coco's Big Day Out's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #3 | 4.056 | 4.056 |
| Art | #8 | 3.972 | 3.972 |
| Overall | #17 | 3.472 | 3.472 |
| Fun | #30 | 3.194 | 3.194 |
| Innovation | #39 | 2.972 | 2.972 |
| Sound | #40 | 3.167 | 3.167 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Couldn't reach the final boss I wish I could keep the lifesteal shell, but fun game, nice all-rounder
Life steal is way too op we figured. We also wanted to force the player to a new play style every stage. Life steal kind of cheeses the second boss and third boss. The game takes a lot of practice to get to the third. Also, thanks for playing!
Cool game. Love the art. Very on theme and a lot done in 2 days wow.
Thank you so much for taking a look at our game!
This is probably one of my favorite games! The art is adorable, and the controls are easy and make it so much fun! I love everything about this!
Thank you so much!
Loved the artstyle, and the gameplay was pretty great as well!
I liked the mechanic with throwing the shell and being able to dash with it, but I do feel like you're kind of a sitting duck when you didn't have your shell (no attack and no dash is a bit rough). If anything, I think it'd be good if you could only dash when you don't have your shell, letting you trade defense for speed. Maybe you could make it so pressing the dash button makes you dash into your shell.
I also ended up getting softlocked at some point. I went through a door, and I ended up out of bounds to the left with no way to move anywhere.
All of that said, the core gameplay is solid, and the art & music are amazing. Great stuff!
Interesting Ive never heard of the soft lock where you teleport and go out of bounds Ill look in to it! The design behind the throwing of the shell is youre supposed to be weak without the shell and we thought dashing would be too much orginially it worked without the shell but we didnt wanna reward just throwing it around.
Thank you for your kind words and feedback, much appreciated! <3
The music impressed me the most! Really nice atmosphere made by the pianos. Gameplay was fun too, and I liked the Binding of Isaac style floor layout. Great work guys!
Thank you! We really tried to make the gameplay feel fast and fun!
Thank you, I appreciate you! Making all these tracks and sfx under such a short time was definitely a challenge, but just by reading your comment, it was definitely worth it! :)
I really loved the art style, it reminds me a lot of Hollow Knight and that type of atmosphere and style. The gameplay feels good and entertaining. I would have liked to be able to keep the Shell I already had, but I understand the idea of having more variety. I could only defeat 2 bosses and didn't make it to the next stage, but it is a really good game. Great work everyone!
Thank you! The choice behind the shell breaking was to force you to try a new shell and not have the player be too comfortable with their one strategy.
I like it a lot! The art style and music work together to create a delightful atmosphere. I would say that the navigation felt a little clunky at times because it was hard to tell which door you came out of, and I did get stuck in a wall after entering a new room at one point which was frustrating. I really enjoyed the first boss fight though!
Oh thanky you! Ive never seen the big where you get stuck in the wall so I might have to a little bit of investigating. I think adding a indicitor might help woth the sense of direction! Thanks for the feedback.
Thank you so much, appreciate the kind words and feedback! <3
Nice RPG style of game, music send me to different plane when listening to it, characters are cute too. Great game!
Thank you, kind human! We appreciate the feedback! <3
Ahh thank you! Designing them was super fun to me too. Glad you liked the game
Thank you!
sooooo cute ! i love it!
Thank you!
I tested the game yesterday and noticed a few bugs, such as getting softlocked in a room without a shell. When I tried it again today, everything seemed to work well! I also just discovered the roguelike theme you went with, where we can choose our own shells with unique abilities, and I really appreciate that direction. The art style is cute too, well done!
Thank you for giving our game another shot!
I'm so happy that we were able to make the game more fun and playable for you! We are very grateful of your feedback and giving the game another chance!
Thank you for liking the game! We really appreciate it
The spin animation is so cute! I like the concept of throwing and having to go fetch it, it added an extra layer of difficulty. Although that last boss seems extra hard for me, it might be a skill issue tho. Oh, you might want to change the controls in the description! It still says that you use F to dash. Super fun!
Yeah the 3rd boss is super hard I cant even get to it! Our enemy designer is pretty consisent with his runs and getting to it so I might also have a skill issue.
I can confirm that Chicken is a fool who thinks the tracking shell is meta and therefor incapable of getting gud
This is false I am best player
Fun and cute, I was a little confused about the health bar and that led to me dying on a boss but that's probably just a skill issue on my part LOL
Thanks for reviewing the game! It seems the 7hp Turtle has claimed another life, but best of luck getting past them!
The game was super cute! I loved how cute Coco looked when throwing the shell. I did have a lot of trouble aiming the shell and some confusion with the health bar, but the movement and dashing were super fun.
Appreciate the Coco love, our artist did a wonderful job bringing them to life! The combat takes some getting used to, but glad to see you had fun with the movement!
Thanks for the comment! Ill keep that in mind and maybe add a visual indicitor for the throwing!
Thank you for liking Coco! It is certainly a cute and squishy little thing
A cute and cozy game! the gameplay felt a little rough with having to throw your shell and then move directly next to enemies shooting bullets directly at you to pick it back up, but it was a wonderful concept. The art was on point too!
Thanks for the kind words! We initially hoped to make the shell bounce away a bit from both you and the enemy, but settled on how it is now due to time.
Yep we wanted it to be a bit of a challenge with the shell so you dont throw it willy nilly.
Thank you for liking the game and the art!
Really good art and sound+music. Fun game mechanic with the shell and upgrades. The hit detection/collisions with some enemies (particularly the jellyfish) feels unintuitive, like the colliders don't match where the sprite center is or something.
Thanks for the feedback! You can definitely blame me for the weird collisions, I had a bit of a field day just trying to get them to work to begin with, but also keep in mind some of the enemies take 2 hits to kill (jellyfish and barracuda), so if you were worried that you weren't dealing damage, that could be the cause.
Thank you! I tried to make the shells feel nice to play around with especially when youre forced to try a new one.
Thank you, we appreciate your feedback! <3
Great game! I think the art and music are both awesome! I also really like the concept of having to go and pick up your shell after each attack. I feel like the dash would've helped a lot more when you're without the shell, but the combat still feels fine as-is. Really cool!
We wanted to punish the player for throwing away the shell. At first we were gonna give the dash to the non-shell state but that felt too rewarding.
Thank you, we appreciate the feedback! <3
Thank you for liking the game!
Really charming! the premise is so cute. The enemy designs are really nice and I imagine the game would even better with more time. The levels were fun and challenging. Very nice overall.
Thank you this means a lot to our team!
Fantastic art! The animations and the sea creatures all looked super cohesive. Visually I do wish that the doors were a bit more obvious when they were closed / open as well as when enemies were going to attack. The music was great but didn't seem to super fit the action-y vibe. This game is tough! Overall great job super cute use of the theme!
Thank you for your feedback! In regards to music, I'm happy to hear that you liked it! Since I made a lot of tracks, I didn't want all of them to be action-y as that would just be too much, imo, but I can see how some would prefer a different vibe. If you want to listen to the music separately to see the nuance, I posted them on my SoundCloud and YouTube. <3
Awesome! I'll subscribe on YouTube!
Thank you! <3
The music ramps up when you pass the levels, level 1 is laid back , level 2 is a little more, and level 3 is very much what you would expect. Thanks for the feedback :)
Thank you! Our artist spent a lot of time making the sea creatures. The locking feature was something added in last minute while our artist was sleeping. We initially wanted to have a lock be visible on the door!
Thank you for liking the art! I worked really hard for the animations so I'm so happy you like the final result :D Unfortunately though I was already asleep during the implementation of the locking mechanism
Cute and fun game! I got up to the first boss but died shortly into the second world. Wish there was a way to get more health!
I was wondering how the game could play if the dash was available when without a shell, allowing dodge only when you are defenseless.
Great work team! The music is lovely and the character designs are quite charming.
Thank you for the feedback! We debated adding a way to get more health back like by going to another level we just didn't have time before the end of the jam. We definitely wanted to have the dash be more valuable but didn't have time along with the other abilities (that aren't possible to obtain yet).
Thank you so much, we appreciate your feedback! <3