Play 2D pixel action game
Mission Failed's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #13 | 3.444 | 3.444 |
Presentation | #16 | 2.444 | 2.444 |
Enjoyment | #17 | 2.111 | 2.111 |
Overall | #17 | 2.667 | 2.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Was the majority of the art made by your team during the jam period?
The player portraits and cover were drawn by my cousin, and the rest are third-party materials.
Was the majority of the music made by your team during the jam period?
All music comes from Maou-Damashii, and all sound effects come from free websites
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Comments
I like the idea of a platformer where combat and platforming are intertwined, so that you can only choose to do one or the other. It creates many interesting choices where you might try not to engage and just sneak past, or you might start hitting them nonstop, at the cost of not being able to go anywhere else - the 1 kunai limit is really interesting. Though it could also be slightly punishing. I did find the difficulty of fighting an enemy to be super hard, since they really like pushing you and you can't jump over them. I also had some trouble figuring out where I could go, so less visual detail would help a lot. The size changing was interesting, and I think there is a lot of potential for interactions with the kunai throwing and hiding and stuff - these mechanics all work separately at the moment (as far as I can tell) but perhaps certain sequences would require careful combinations of these mechanics to sneak past. Overall a nice setting and a cool hybrid combat/movement main mechanic.
This game looks really cool and has interesting mechanics! I love throwing kunai to make a platform, it is definitely an amazing mechanic! I would love some visual cue to predict which direct and where the kunai is being thrown, though, since it's very difficult to tell. It also seems that enemies will only follow you up until you pass them, and it doesn't seem like you can kill them? I'm not sure if I'm using the mechanics wrong or not, I see a kind of "poofing" animation when I click Q but don't see any size changes happening when I click W or S, so I'm not sure what's going on. I think a tutorial level would really help to make sure users get the mechanics down! I would also love a bit more distinction between background and foreground since it was really difficult to tell what you could and couldn't jump on. Because of these issues with mechanics I was only really able to get one of the endings, but it was fun nonetheless!
Solid package overall! I always love the ability to create you own platforms so you had me hooked, and it's definitely a good mechanic to flesh out. Being able to change sizes compliments that ability quite well too! Good use of third-party materials, especially the music with the setting, my biggest criticism however when it comes to assets is readability & knowing what platforms you can stand on. The environment is quite busy so it's hard to read exactly where you are supposed to go. Having platforms that have a bolder saturation, have a highlight, glow, etc. would all help alleviate this issue. Overall, this is a great jam submission, you should be proud! Shoutouts to your cousin 👈😎👈
Interesting concept, I like the mechanic of creating platforms with the kunai, but they are a bit hard to aim; it would be nice to aim them with the mouse or something like that.
Thanks for your suggestion! Yes, my kunai is a parabola with a fixed path. I didn't realize this problem when I was making it because I tested it many times. And in order to realize a game that doesn't need a mouse at all, I basically gave up the mouse function. Maybe adding a visual parabola will help :)
Oh I didn't even realize that lol. I think that a visual parabola is a really good idea!