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WrestleCats MVM33 Game Jam / Alpha Version!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #7 | 3.300 | 3.300 |
| Enjoyment | #8 | 3.500 | 3.500 |
| Overall | #10 | 3.140 | 3.140 |
| Metroidvania | #10 | 3.200 | 3.200 |
| Execution | #12 | 3.000 | 3.000 |
| Relevance to the theme | #16 | 2.700 | 2.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
We took journey as one of internal growth and external exploration and based the game around wrestling and fighting spirit
Limitation incorporation
Pie, we made it a throwable and a fun lil gag that gets you one of the games mandatory upgrades
Team/Developer
Liliburgers, Tomkii
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Comments
Pretty neat little game! The characters look nice and they have that 90s look that goes well with the tileset. I think the music was definitely the strongest suit here, especially the
totally not Megalovaniatrack playing in the final mansion area!I felt like the game made really efficient use of map space. It had a bit of an "open world" feel despite taking place in a relatively small town, and it was fun (if quick) to explore all the houses.
The combat felt a bit jank (perhaps in a true 90s fashion). Throwing was fun, but in the end I didn't use it that much due to how long it took to pick up and throw things, and the character being a bit too specific for where they had to be standing to actually pick up things. And both the melee attack and the dash were a bit tiny and made it hard to hit enemies without getting hit yourself.
The final boss was pretty cool, even if a bit straightforward. I tried throwing things at him, but that didn't really work out since most of the time he'd just run into me and make me drop the thing I just picked up. Ultimately, the best way I found to damage him (and to damage enemies in general) was to dash into him while holding the opposite direction, so that I'd immediately walk away and avoid contact damage. He took a few more hits that I'd have liked an enemy without a visible health bar to take, but he went down in the end.
EDIT: Okay, I had to look at the other comments to find out the dash was a continuous ability and not just a one-off boost. This is actually the second time I overlooked this exact mechanic while reviewing this gamejam, so I guess I should try holding down buttons (instead of just tapping) more often in these games! It did completely trivialize the final boss, so in a way I'm glad I didn't figure it out before beating him.馃槈
All in all, good job!
Thank you for the kind words, glad you enjoyed!
We were running out of time when doing the mansion area and that boss fight DEFINITELY suffered as a result. We're still gonna work on the game post jam, that was an IMMEDIATE fix and I'm excited to have an updated version WHERE THE MECHANICS WORK PROPERLY OMG for the 90 day jam.
The dash cheese was intentionally left in at the end because "we out of time and POWER FANTASY it will be FUN and we can balance it for the 90 day", but in general the dash does need SOME kind of rework, considering making the run a toggle like a lot of older wrestling games did.
Glad you enjoyed the music, funny enough the megalovania melody I wrote while making a little bluesey music for a lil Castlevania inspired thing, but showed it to a coworker and they mentioned megalovania and I shelved it for that project as I felt it was too close for another skeleton anthem lmao. It was fun to repurpose it into a wrestling theme.
Found the game cute but the mobile ports full of bugs i have mentioned all of those on discord hence i wont write here
Plus i am writing a review like after a couple days so... i just dont recall that wellOther than that ig the boss spawning over and over wasnt cool and the eagle needing the chairs to be damaged was kinda not fun too and the attack range being short was bad too rest is cool GL on future entriesThe eagle was thrown together in a day and DEFINITELY needed more work. You CAN hit him another way without chairs but it's super goofy and cheeses the whole thing.
We did tweak him a bit after the jam, straight up first thing we did cuz yeah he needs it lmfao, which won't reflect on this entry, but we are gonna enter again in the 90 day jam so that's something to look forward to. Also working on persistence for boss death and certain doors!
Makes sense also the cheese is dashing through the boss ?
Yeah, you can juggle him pretty easy. He has way too much hp cuz I caught that and said "deadlines tomorrow thats his weak point ok go" lmao
so in the version im working on rn, he has much less hp but he can only be damaged when hes standing still and taunting. his weak points are the same but he stays still for longer, giving you more time if you wanna use chairs. Dash does less damage, throwing is riskier.
oh okay once there is a major update i might play it again
Fun little game. Was worried the attack range looked a little short at first but it turned out to be perfect. I enjoyed the writing a lot, was simplistic but cute and fun and felt perfect for a game with this size and tone. Visuals were unrefined but bright and appealing, throwing stuff at enemies was fun, very good entry.
I had lots of fun playing this game, the art, music, and the throwing all complimented the pro-wrestling theme and it was great! Combat was tight, but it encouraged strategic play. Incorporating the throwing into the first boss encounter was a lot of fun, I wished there were something similar in the final encounter! The game became too easy as soon as I unlocked the dash - infinite distance dash with infinite i-frame and can change direction without any sacrifices might be a little too overpowered. But the power fantasy was real, and I had a great time playing it!
Thank you thank you!
I agree with you on both the final boss and the dash, ultimately we ended up running out of time and the decision was made to embrace the power fantasy as a lil endgame twist (and maybe a developer gag about final bosses always being the easiest part of the game) for the 30 day jam.
We're looking into a stamina system, which would be used to manage the dash and then also for an enemy lift skill (not fair to the lil guys to carry them forever I think). Would also like to change the dash so you cannot turn, but rather slowly shift your position perpendicular to the direction you're moving.
Issues with the web version, but downloaded it and had a great time! I would've liked to know what upgrade I collected as I would grab something and start pressing all the buttons to see what I got. The npcs were helpful to not get stuck. I also like that you can hold dash to run everywhere. Very nice!
Thanks so much for playing!! If you're playing on mac its possible that is the issue as we have not tested it on any apple products and we got feedback that it does not seem to be apple friendly so we apologize for that, but happy to hear you enjoyed it nonetheless! We do intend to expand on this game so adding powerup descriptions will be added to our list!
Glad you enjoyed! We wanted the dash to be op and make you feel like Goku basically. Gotta fix the web version for sure. TBH I was kinda going for smash buttons to see what you got, cryptic Simon's quest kinda vibe as a stylistic choice and timer saved wombo combo, except where the dev loves and respects the player and wants them to succeed, so that feedback put a smile on my face
I get a memory access out of bounds error when trying to play this game on web.
Great entry! Played it all the way through and found some secrets. I like the design and the boss's design was cool
However download works.
Very happy you enjoyed the game!! Strange you ran into this error, we haven't seen this one before. Can you give us some more detail in what you were doing before the error happened? We want to expand the game even more so any details will help a lot!
I click play and it loads and immediately get this. My specs are 64G of ram, a 7800X3D and a 2080 super, running latest version of chrome on windows 10.
Based on that RingBuffer issue, you might need to increase the web build memory allocation in the project settings. That, or in the itch page enable shared buffer support if you haven't. Or maybe swap to single threaded export, since the issue seems to be on a separate thread.
Thank you thank you, I'll take a look at this tomorrow for sure!
We were able to fix this error when running the game on android, I believe we're running into issues on apple products, a friend of mine had an issue running it as well but hadn't got back to me on what kind of computer he has. Very interested in getting it fixed.
Glad you enjoyed!