Beautiful! I spent like 30 mins playing before I realized you could change the throw direction quickly after the input and that was a huge game changer made it feel way more solid. Well done.
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Redline Express's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #24 | 4.241 | 4.241 |
Overall | #83 | 4.004 | 4.004 |
Presentation | #131 | 4.157 | 4.157 |
Originality | #239 | 3.614 | 3.614 |
Ranked from 83 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
The overall combat system. I wanted to make something that made you feel vicious
Comments
stylish score-chasing beat-em-up with simple mechanics and interesting enemy variety. short and sweet with decent replayability and really cool visuals.
I think it would have been nice to see just a bit more depth in the player’s kit, like a heavy attack or dash attack or ground pound or piledriver or … you get it. what’s there is nice, but it can feel a bit simplistic at times.
there’s something off about the input buffering or attack cancelling or something, I can’t put my finger on it, it just feels a bit unresponsive or inconsistent at times.
I kept losing perfect runs to that bug which makes it impossible to attack without getting hit first, but I eventually got it. I would have tried to improve my time if it wasn’t for that bug, it made it a bit annoying to go for 0 hits taken.
overall really fun game regardless! I criticize it because I enjoyed it.
Holy heck, amazing score lol
Apologies for any issues you faced, but were you playing on the web build ? That has some performance issues in general
Also I just wanted to ask, but did you throw enemies in this run lol ?
I did want to add atleast one more move in the player's arsenal, but I felt like it might make the inputs a little too complicated for anyone who isn't familiar with beat-em-ups in general. Maybe if I make a post-jam build I'll add something
Either way, thank you for playing and for the feedback :)
I played the downloadable Windows version. I didn’t have any performance issues, I just had some situations where it seemed like my inputs were ignored. it might have been due to the bug I mentioned where attacking/dashing doesn’t work (fixed by getting hit). and I expected to be able to jump while dashing, that could have been part of it as well.
and yes, I did throw enemies at almost every opportunity in that run.
fair point about making the inputs too complicated, though I think you can get around that by making additional moves optional — or better yet, easy to do accidentally. I’m not advocating for more buttons, I just mean I would have liked to see more interactions between the buttons you already have. examples: attack while dashing to do a shoulder bash, attack in the air to do a ground pound, jump while throwing someone to do a piledriver, and so on.
Thank you for clarifying and for the ideas. I think I definitely have an idea for atleast one new mechanic now lol
Also, not being able to cancel dashes was intentional ( let it be by jumping or attacking ) mostly because cancelling dashes looked a little weird and honestly made things too easy lol
Currently you can cancel jumps and attacks into dashes though, and cancel attacks into jumps. But if there's an issue in either of these then there's definitely a bug with input delay or something else maybe
Anyway, thank you so much for the feedback :)
wow, this was so addicting! i've always loved character action games like DMC, but always sucked at them xd. this game condenses that genre into its fundamental parts and creates a minimalist game that still is visually cool and also makes you feel cool when playing! saw one of the comments and have to agree that this could work both as a PC/console game and a mobile game! i can imagine how hectic playing it would be on mobile, with a slew of frantic swipe and tap gestures to eliminate your enemies, and yet i can still imagine it being pretty intuitive. when you have a game where you can boil the controls down to a few simple phone gestures, regardless of whether one decides to port it to mobile or not, you know you got a easy to pick up experience that is potentially addicting as hell!
i personally love the simplicity in the player's actions! you can only move, jump, roll, attack, and grab. although that seems really small relative to character action games, it allows for the enemies to be the one to handle gameplay variety, which i think works really well here since the player can just focus on getting better at utilizing the few tools they have at their disposal while being attentive to what new danger enemies can pose. speaking of enemies, there's quite the variety of them and they all synergize with each other really well! the enemy attacks are also nicely choreographed too, which makes each hit they land feel fair, very nice! i will echo some of the suggestions of the previous comments and say that it was kinda hard to get used to jumping with W, but i got used to it (custom key bindings could easily fix this if you choose to continue developing this game). also encountered a bug where the enemy would get stuck to you and be unthrowable when you press the throw and jump button near the same time. other than that, stellar gameplay!
this game's presentation is also so cool! the mix of 2D and 3D elements work really well here, the low poly models and the 2D pixel art matched with the color scheme and visual effects creates this sleek vibe that makes everything feel stylish! even just the camera angle switch when moving to the other side of a focused enemy makes everything feel dynamic and constantly moving, its really nice! the UI feedback as well on hitting a combo is a nice touch! and to add on top of that visual experience comes the audio, which is the spice that elevates the experience to another level (the BGM and SFXs really pack a punch), well done!
had to stop myself from putting too much time in this game, but i had blast! highest i got was B (unfortunately kept mistaking what the Jump button was), but i'll be sure to come back for more after the jam! great work!
Thank you for playing and cool score :)
You're right in that I kept most of the variety for the enemy designs rather than the player lol. Personally, those are my favourite kinds of action games.
i.e Games where a player has a somewhat limited moveset, but there's a good amount of enemy or level variety to keep things interesting ( eg : DMC 3, RE 4 etc. )
Apologies for the bugs you faced and also for jump not being on Space lol. If I make a post jam version, I'll fix these issues.
But either way, thank you for playing and for the feedback :)
Great game!
The combat feels great and i love the art style with the mix of 3d and 2d.
Sadly, the tutorial is a bit annoying and tedious, maybe it could be solved better and the player could be introduced differently?
Really appreciate the high-octane combat, the enemy variety kept it interesting, and the fighting was really fun! Overall, a very good entry!
This game is really good but personally i think that controls could be better, i found myself spamming space every time i want jump.
Very nice presentation, graphics and juice. Additionally, the combat mechanics was interesting.
I wish there was a bit more variety.
I really liked it! The pixel art, character design, and animations are excellently crafted. The music complements the game perfectly, adding to its overall charm. Great job!
Great game, the graphics are simple but effective and the gameplay is really good.
The music is really cool. I got stuck at one point in the game with the flying enemy (I played the executable version).
Died in the tutorial 3 times, and the level passed on the first try lol. I like this game.
Minimalist graphics! Confidence in design! BLOOD! Strong visual identity and even stronger gameplay. The twist of life drain was a nice touch.
The tutorial was well done though I think the ending was bugged and I had to restart to proceed. A few bugs here and there with hit detection on enemy attacks and my character not dying at an empty life bar but given everything else going on not a bad problem. I do think the 2 kinds of dodge alerts should have their colors changed to be more distinct but they are at least different shapes.
This game is a great example for others that you can achieve great graphics and gameplay in a limited timeframe if you just focus on what matters. I would absolutely come back and play this again if there were more levels or variety!
Hey thanks for playing and for the feedback :)
Although I should probably clarify that if you took a hit and you were still alive, you're life bar probably wasn't empty.
Anything around 5 hp or lesser looks like the bar is at 0. I'm not too sure how to fix that yet tbh.
But either way, thank you for playing :). Apologies for some of the bugs
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