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Blessed Sheep's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #28 | 4.152 | 4.152 |
Fun | #74 | 3.636 | 3.636 |
Presentation (graphics, audio) | #79 | 4.030 | 4.030 |
Originality | #183 | 3.333 | 3.333 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
The main mechanic of the game revolves around switching modes to give you an advantage against your opponent. Building combos also pushes you into a super mode! Mode mode mode.
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Comments
This game is super polished and gameplay is fun! Especially loved the tutorial ;)
Thanks so much for playing!
This game is great!
The game play is fun and engaging and the story is pretty solid. all in all this already feels very polished!
What I enjoy the most are the Vfx (the old tv visuals).
I like the whole dmg-speed-defence thing going on. I did find myself not using red that much (because my aim is bad + I found it easier to kill greens by holding up my shield and shooting at them).
Although the last two leveles were really challenging I had a good time playing this, thank you :)
Thanks so much for playing! Interestingly, I find I use red the most because of its agility, and I use green the least; different strokes I guess! Glad you enjoyed it!
Awesome game! I can't complain about much, it's pretty cohesive and tight playing. I think the post-processing sort of CRT effects could be turned down a bit. Also, the C64 voice needs to be run through some EQ, and silenced at the ends of the clips, there are some pretty loud artifacts in them.
Fantastic game, and great job!
The voice was slapped together very quickly, but I kinda liked the gravely and imperfect sound I got out of it. I prerendered all the voice lines, but there's actually a godot addon that implements SAM that I might be able to leverage to greater effect if I decide to work more on this project, though SAM just sounds pretty rough in general. I must admit I'm not very knowledgeable with sound, so I'll probably have to do some research to get it sounding tighter. Thanks for the feedback!
The type of game I really like playing, good job! The only thing that bothered me a little bit is the screen shake, but I am sure a lot of people will like it!
I'm actually personally bothered by it, after seeing people play, I just didn't notice it as much during development. I've added a more reasonable cap in the dev build so it doesn't get wildly out of control anymore, plus I've got a tuner slider so people can change it as they like. Thanks for playing!
A wonderful but hard game, I really like the aesthetic and think it fits well with the gameplay. I do wish you could go backwards when swapping modes using either scroll wheel or Q and E, however once you get used to it that becomes less of a problem. Overall, very fun and polished!
Thanks for playing! I actually tested out having a swap back button, but I kind of wanted each finger to have a dedicated position on the keyboard. Using Q and E would mean one of your fingers would be off your movement options, and scroll would be hard to tune effectively...at least, that's how my smooth brain justifies it. Truth be told I personally just had a hard time using the back button and was just cycling forwards all the time, so I just cut the back button out. Might add it in after the jam.
I really enjoy the rock, paper, scissors mechanic of the game!
The graphics are really clean and while the ships are simple shapes, it works well within the game. I did have the green laser ships shooting through one of the white boxes that I assumed was supposed to be cover. Not sure if that was intended or not.
Besides that, great work!
If they actually managed to shoot, not track, you through the walls, that is absolutely a bug! I don't suppose you'd remember which stage it happened to you on? Other than that I'm glad you enjoyed it!
Blessed Sheep feels super polished! Each of the modes plus the special abilities feel necessary and enjoyable to play. Like others have touched upon, I think the dialogue is a cool touch but paced a bit too slowly! Excellent work!
Thanks! I tried to balance each mode to encourage constant swapping. I agree about the dialogue; already added a skip option in the dev build!
Wow the graphics are so cool! I see a comment saying they don't like the filter, but I like the filter. Maybe it could just be toned down a little, like 30-50% less, to accommodate both kinds of player.
Also I like computer themed games, and I think the logo is inspired by CMake's logo right?
Glad you like it! I was thinking of implementing a slider so people could have it just where they like it.
I see the resemblance! I wasn't actively thinking about CMake, but maybe I was subconsciously influenced when I made it. Mostly I was thinking about old color wheels. Thanks for playing!
wow, this game is stylish and tricky! i love what you've done with it, even though i suck at it. it's really challenging and fun maintaining your strategy with all of the hordes of enemies coming at you! not to mention just how COOL everything looks and sounds. it's super polished, and i especially love the bonus additions! i got a good chuckle out of the dialogue from sticking around after the tutorial. incredible job, thanks for making this!!
Thanks so much! I tried to ham up the "game feel" for this one. Thanks for checking it out!
The narrator was really fun, specially in the tutorial, but I will admit that despite looking nice, it was kinda annoying to play with the filter on top...
Heard ya loud and clear. I implemented the filter so early on in development, I think I just got used to it... definitely gonna implement a way of toning it down/removing it. Thanks for playing!
Engaging with a very distinct personality. Very polished, I think you did an excellent job here. My only comment (looks like someone else said this already): I love the visual style, but I think the effects combined with the camera moving around with the cursor can lead to some motion sickness. An option to disable the fisheye and CRT effects could help with accessibility.
Thanks for playing! Yeah, I noticed that a few folks were put out by the effects, sorry I made ya sick! I'm gonna make some sliders that tone down effect intensity and ease the shaders up a bit. Thanks for the input!
Neat! Very intense style, helped keep my interest in what otherwise isn't usually my sort of game. Switching modes became very satisfying once the gameplay loop was ingrained. The dialogue did end up making otherwise fast-paced encounters quite long-winded, but I could've just spent hours lining up and sniping down blues.
Thanks for giving it a try! I definitely feel the same about the dialogue. I'm gonna make a way to speed through it once the jame ends.
Amazing job! Really impressive all around. My only criticism is that the dialogue is a bit long winded. I would prefer if I could listen to the dialogue while fighting the enemies so retrying is faster. I'm definitely going to try to beat all the levels.
I definitely feel the same way, it's a bit at odds with the rest of the pacing. I'm gonna add a speed up/skip system for the dialogue to make it a bit less tedious. Thanks so much for playing!
Gameplay is killer and the balance of each of the 3 modes is perfect, it never felt like there was any one ‘best mode’ to stay in. I also enjoyed the differing movement speeds between each of the modes, it adds some nice variational intensity. Once the recognition of each colour becomes quick and natural, the game really clicks and it becomes a blast to play. Great writing and worldbuilding too.
Awesome, glad it resonated! Thanks so much!
Very smooth and polished, feels good to play. I wonder if the game would benefit from being simplified, maybe just two modes (black and white?) and no special abilities, and then just lean heavily into the main mechanic, designing everything else around that. Anyways, I really liked this iteration.
The original idea was based around rock paper scissors, so I wanted to capitalize on the dynamic of a trifecta. I do get that it throws a lot a you from the get go though. Thanks for playing!
There's an impressive amount of small details in this that I really appreciate in games, primarily in the presentation but in the gameplay also. Good work!
Thanks so much for playing!
Incredible idea on how to interpret the theme for this jam! The visual effects and overall aesthetics are really appealing to look at. Switching through the color wheel feels satisfying and that RGB screen transition is chefs kiss.
Thanks so much! I'm normally not good at making aesthetic choices so I tried to put a little more oomph into this one.
AMAZING aesthetics! Very satisfying to shoot and overall job well done!
Thanks! I tried my best to nail the game feel in the time I had.
Fun game! Very well tuned & sound/visuals were impressive.
Thanks so much!
Looks and plays great, the visual effects are really cool but an option to tune them down would have been nice as they gave me a headache towards the end.
I'm sorry to hear that! Was it the CRT shader or the screen shake? Certainly not aiming to get anyone sick. Once the jam ends I can add a slider that affects the intensity.
No harm done, just stopped playing a bit sooner than I would have otherwise. I think it was mostly the glitch effect but I'm not sure.