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Candy MAYHEM's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1 | 4.750 | 4.750 |
| Fun | #3 | 4.500 | 4.500 |
| Overall | #3 | 4.375 | 4.375 |
| Gameplay/Design | #4 | 4.000 | 4.000 |
| Graphics | #7 | 4.250 | 4.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
The difficulty and feel of the game. Did it feel enjoyable, would you see yourself playing a full version of the game? What could be improved?
What did you update?
The combat, more juice and more content
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Comments
The concept of this was pretty funny and I can see appealing to plenty of people, and I had fun with this myself, but there were also things about it that frustrated me. I'm not super used to shooters, but the difficulty felt like it ramped up way too quickly, with too many candies ganging up on me at once even just a couple levels in and the time pressure making it less viable to pick them off. The guns help in theory, but needing to press a separate button to throw them when they run out of ammo, as well as the player only being able to hold one and not stack them or their ammo, made them a bit of a hassle to manage in the heat of the moment. Also, I frankly don't know what you were thinking by making the gummy bear explosions deplete all your time; in that one field level with a bunch of them, I just flailed around so I could survive, which feels like artificial difficulty. I also got the same glitch where I spawned outside the level as another player did, and stopped there. Other than that, I think you've got the core mechanics down at least.
Super super fun game. Great work on the audio, shake, and freeze frames in this game. Very JUICY game.
One thing that would make it more satisfying is if you tied the left/right punch to the mouse buttons and let you alternate punches with a slightlyyy lower cooldown than the current cooldown (and keep the current cooldown for pressing the same direction). I felt like the punching was too sluggish, and I felt a slight disconnect that the punch direction was random relative to what I pressed. I felt like I wanted to chain my punches when a bunch of the gummy bears were swarming me, but was punching them so slowly. This consistent mouse key to punch hand would also help make it known that you can right punch while you have a gun, though I might have just missed a cue explaining that.
Also, I feel like after you introduce the guns, you need to litter a few of them around, I had to dance around the guys shooting too long to grab one, which doesn't feel great when you just got access to the gun. But the running through enemies in a path was fun.
I also had the bug in the last level where you spawn underneath, but I thought it was kinda cool. I got to stalk under the enemies and jump up at them to start the level where I wanted to. You could incorporate that into a cool type of level entrance.
I feel like you could transition this into a full game, but designing all the levels might take a while. I know everyone's doing it, but an endless horde mode in this game world could be really fun, and creating that could help you release a game that feels"full" faster. I feel like you could use one more movement option, like a grapple, or a slide, or something new.
The contrast between the music, the colourful world, the "sweet" enemeies is very sarcastic! It doesn't make any sense but at least it's not gruesome violence. It made the game fun!
It would be nice to add logic to check if the gun which is thrown still has bullets in it. I did it a few times by mistake. If it has ammo - should be availalbe to pick up again.
It would also be nice to add logic to check if the gun I'm holding has less amunition and let me get max ammuniation when passing next to a dropped gun.
About the difficulty - the first area with the ranged enemies was a bit of a spike. I was left with the impression that in earlier levels the enemies which where eliminated remained so. But then on the level with the candy house they respawned. Maybe this can be an option in the settings?
Clicking on the "Back to hub" button didn't work...
The spawn point of the candy house is outside the level. I managed to drop even further below then navigate up through the floor back to the level but with a lot of seconds wasted.
Overall, it's a blast to play.
This game is awesome! the intro made me think i was playing a different game (what happened to all the bright colors lol). The gameplay is very enjoyable although i wouldve loved to see a slow time ability or something. the levels are really well designed too.
i did get a bit of a glitch on the 4th or 5th level, i died in the secret area and respawned out of bounds.
Still a really good game tho!
The same insanity game as I remember from GMTK... I don't really see much different here, but to be fair the game was already great before. Nice to see level select in the "cheater zone" :)
Regarding the feel of the gun, I didn't notice any difference unfortunately. Though I played previous iteration a few weeks ago, might have forgotten something