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lyshcimia's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #7 | 3.536 | 3.923 |
| Visuals | #8 | 3.814 | 4.231 |
| Overall | #11 | 3.314 | 3.677 |
| Engagement | #12 | 3.190 | 3.538 |
| X Factor | #12 | 3.328 | 3.692 |
| Theme Usage | #19 | 2.704 | 3.000 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
the art and polish of everything going on is insane to me. idk if its bc im a hater or what but tbh i much perfer these visuals over undertale, the characters are really cool and thought out i did not expect so much art
Unfortunately, I got a foot stuck in the side of a wall and couldn't progress further.
From what I've seen though:
There seems to be a bug with the FIGHT and ITEM options where the text doesn't display. I thought that I had to get the gun in order to fight, but it was all available at the beginning.
Then, when I did get the gun, I was confused as why nothing was happening. Same when I selected "Fists": I didn't see anything happening resembling a minigame or any change in controls, so I just assumed it didn't work. I also didn't understand why the star was moving randomly. It took a while for me to understand basic controls: that you could control the direction of the star with the mouse, that you can confirm text and menu options with space, and what combat was like.
I fundamentally actually very like the combat. I just wish I understood it going in, because it led to a couple of annoyed restarts when things didn't work. For instance, when I finally got a chance to use a gun, I fired and wasted all my bullets, and didn't get a chance to understand how the aiming worked.
There are a couple of ways you can get around this. One is gameplay side, where you can put in contextual button prompts, open up with the UI first before doing bullet hell things, and be more forgiving with things like Ammo and Health early-game. The other more feasible solution for a jam environment would be to put up a quick blurb about controls before going in.
This has the skeleton of a full game here, but it would be improved with QOL features like saving, tutorialing, etc. that would be unfeasible to do in the timespan of a jam. It's a bit rough that it has to be in these limitations, because just going through with this with more time into a short game would be amazing.
The UI (particularly the bars for the options) are stellar. The art and style is fantastic, the visual direction is second to none here. You really did nail the aesthetic of a survival horror experience. The main issue is a conveyance one, and those can be easily remedied. I can absolutely see the vision here. I look forward to seeing any future works.
Need this UI Injected into my VEINS bro. For an unfinished project, the battle system, art, music and UI have left me wanting MORE! Such a cool proof of concept. Lemme know when you touch this one up!
Awesome concept that I'd love to see more of. The battle mechanics are fun and engaging - and visuals around them, i.e. the battle transition and enemy design, are all excellent.
Obviously the bugs hold this back a bit - and I wish I could heal outside of combat - but this is a really promising and interesting work that would be great to see expanded.
Battle mechanics were fun, but the UI seemed a bit broken for them, since I couldn't see the labels for fighting or inventory. After the 4th screen or so my character froze while walking off the right edge of the screen, unfortunately. Definitely would want to see what's past there!
Awesome aesthetic. Would've definitely preferred some more dialogue / player agency to go along with it. Best part of the survival setting is the paranoid survivors IMO :)
Also got stuck on the third level, but had fun while it lasted. Definitely needed some more clarity on how the battle mechanics worked. Took some real experimentation figuring out how to flee.
This is freaking sick, love the music and the art
wow! this looks incredible and the battle music is great! and i was right about the flower fields being secretly menacing! i really like the fightback mechanic you added into the base undertale idea. it felt satisfying, no pacifist run here. i am assuming it's not possible to go further past the screen after you get the gun, but i was very impressed by what was available!
The art is amazing, from the UI to the poster. I had a really hard time getting past the opening dialogue, the intro seems to freeze for indefinite periods of time. I also thought the combat mechanic was cool. Really really cool art, and cool music too
A lot of interesting pieces, but the bugs do pose a bit of a problem. Still, I have no doubt you'll have something quite compelling on your hands once it's received a little more TLC!