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Dodge and go's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay / Fun / Engagement | #39 | 2.070 | 2.143 |
| Audio / Sound Design | #56 | 1.610 | 1.667 |
| Overall | #56 | 1.806 | 1.869 |
| Theme | #57 | 1.794 | 1.857 |
| Art Style / Visuals | #60 | 1.748 | 1.810 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game interpret and use the theme?
long path that you have to go through till you finally reach your village.
Devlog Challenge?
No
Easter Egg Challenge?
No
Did you use Farclip and want to be considered for the Farclip Award? (optional)
No
Game Engine?
Godot
Self-made & used stuff?
Homemade Graphics/Art (e.g. models and/or textures)
Homemade Audio (e.g. music and/or sound effects)
Not applicable
Have you joined a game jam before?
Yes
Roughly how much time did you spend developing? (in hours)
26
Anything else you'd like to share about your game or development process?
I would like to eventually use content creation for this, but I barely have time for now
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Comments
Cool RPG!
Gameplay was pretty good! A very standard turn based RPG experience, that I enjoyed. I thought the dodge/parry system was a good addition to implement to make the gameplay more engaging, but I found the indicators for an enemy attacking was pretty hard to see, but it could just be my bad eyes to be fair XD. The only other primary complaint I could give is that when I wish when selecting which enemy to target with your attack, it was a bit less convoluted and I don't have to move the camera around to find the enemy I am trying to target. Perhaps simply zooming the camera out, and shifting it the right, but that's just my suggestions.
Visuals were charming. I thought the pixel art and animations for all the characters and enemies were fairly good! I think you did a very good job with them! I will say that I think you should try to create more detailed backgrounds, as currently its relatively barebones and not that interesting to look at. A slight bit more detail would go a long way!
Audio was the weakest part for me. I though the music was a bit harsh on my ears and didn't get me too excited, and thought the sound effects were decent though, and fairy well implemented! I think pick a better backing track for the battles, and most of the problem would be fixed.
The theme interpretation was simple but great! No complaints.
Overall, I enjoyed playing an RPG in the jam, and it was an overall pleasant experience!
Good idea, well implementent the runs combat, and really nice pixel art, really cool
Im bad in this kind of games but i play it an dlike it, really good, nice don with this entry.
OKAY, THIS ONE REALLY MAKES THE JOURNEY HOME FEEL LIKE A JOURNEY! 🏃♂️💨🏠
I really like the simple idea of pushing through a long path until you finally reach your village. The dodge-focused gameplay gives the journey a nice sense of tension, and the fact that you made the graphics and audio yourself gives the game a personal touch. It’s also impressive getting this together in only 26 hours and finishing so close to the deadline!
One thing I’d improve is the UI and screen presentation, especially making the dodge indicators and important combat information easier to see at all times. Some extra polish to the transitions and feedback could make the gameplay feel even smoother. I also think there’s a good foundation here for expanding the idea later with more environments, hazards, and progression.
NICE JAM ENTRY, ESPECIALLY FOR A 26-HOUR BUILD! 🔥🏠🎮 GOOD LUCK WITH THE JAM! ✨
This is a great concept.
I think it is all pretty solid across the board. The HUD elements and transitions just need a little polish.
Great entry!
Nice RPG, we don't see those often in jams so it's refreshing. I've never got the hang of the parries/blocks tough, but the rest was clear.
This game was really fun! It was my first 5 star rating for enjoyment.
I liked the rpg and it reminded me of playing Fnaf World back years ago. I liked the attacks and parries (though I could not do much only got 3 parries). I also liked how after you win, there is the confetti, that was a nice fun touch. I liked the final boss too!
Here are some things I noticed though, I went the cave route and I couldn't click the cave for some reason so I went back the other way but when I went onto the circles I already did, I had to redo the fights. Also, the boss seemed way too hard, I only got it down to 85% when I tired the first time and 60% the other try.
other than that, it was a really good game. If you would like, please try my game out too!
wow I'm honestly very grateful that you enjoyed this game, and have the time to give your thoughts behind it, I really appreciate what you did and giving the time for it, it means really a lot for me.
Sorry for the late reply, but I'll try your game for sure
Nice rpg, the gameplay seems quite polished although I found it a bit tedious. The music and art is decent. Good job
Interesting idea but i quickly foudn out you can press any of the dark circles to go anywhere,
then i keept updating every character over and over again
and i could hardly distinguish between a safe spot and a fight on the map
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO, I completely forgot to disable that part, it was meant for (God mode temp used to test these outs), pls for anyone reading this pretend this feature doesn't exist, and the whole point of safe spot/fight is that you can't distinguish, so you don't know if this path is safe or no, thank you for playing my game and letting me know about the bug.
First of all—nice game!
I love the dodge mechanic; it keeps you on the edge of your seat during gameplay! The only thing that felt a bit weird was the zoom on the player when you want to attack—I had to drag my mouse slowly. Also, when an enemy at the edge of the screen attacked my top character, I couldn't see the ! mark to dodge.
Except for that, very fun!
Thank you for playing the game!!!
yea I should have done more testing before changing the screen size in the last second from the built in godot startup screen to 1920x1080