Fun game and cool characters, but really wish it had controller support. It's really easy to implement in Godot, so I would definitely recommend adding it to any platformers!
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Alternation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #198 | 3.357 | 3.357 |
Presentation | #213 | 3.679 | 3.679 |
Originality | #313 | 3.357 | 3.357 |
Theme | #448 | 2.750 | 2.750 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
You must fight against an alternate version of yourself, who is significantly more powerful than you. I've tried my best to emphasise the sheer difference in power between the player and boss, through the gameplay mechanics and stylistic choices. One example is that the boss can't take damage directly and must get staggered first.
You also have a dash-power bar, which you carefully need to control, since it's responsible for quick displacement, attacking and also blocking attacks.
Comments
Such a cute main character - i really like the scenery and background too
That went from cute to frightening very quickly. Great mechanics and awesome implementation. Keep up the good work!
Really unique and nice presentation!
Only thing I would say about gameplay is that if I'm not pressing a movement direction, I'd love to still be able to charge in the direction I'm facing.
I have seen this movement mechanic in Guacamelee before if remember right! Maybe a few places to let the player get used to the controls would make the fight a bit easier. But I loved the mechanic.
I have indeed heard of Guacamelee but have not played it. Good time for me to check it out.
I agree with giving the player time to get used to the controls, it's just that I did not have the time myself to get everything in order. Mainly due to bad planning on my part. It was also too late to test and balance by the time I finished too :/
Thanks for the useful feedback!
Really nice aesthetic! Wasn't able to beat the boss though, definitely a big difficulty spike there. Managing to pilot the dash felt pretty difficult in such a fast paced, dynamic fight. This can probably just be chalked up to a lack of practice, but a change in control scheme could be helpful; for example, I found myself wanting to cancel the dash with the same button that started the dash. Really cool concept regardless; great job!
I got like halfway through the boss's healthbar one time but it's too hard for me, especially not fond of the move where he just teleports on top of you sometimes. But still really fun, I enjoy the dash with meter management, that's a cool platforming concept. Great job!
Ooh, thanks for playing a decent amount! I still haven't beaten the boss myself, but have gotten a few attacks away from winning.
Using your reflector blocks all damage, so the play is to immediately dash and reflect as you see the marker. It is a hard boss, even more so considering it's the only enemy in the game, so you can't practice mechanics much.
Once again thanks for playing!
I like the vibe of this game. I think it would be cool if the player's dash were less "stiff" by being able to change directions mid-flight. It would be a contrast to the boss, who should be less agile than the player. After all, in order to attain power, some things must be sacrificed. Well, imma stop yapping. Nicely done, good game!
Beautiful scenery and nice animations, the music is chill and relaxing, gameplay is pretty dang cool too! Good work :D
the animations are really great. and i love the dash, its so fun, i wish there was some more platforming with it.
The animation sequences and art are amazing! Love the parallex background as well. I wish I knew how to beat the boss, but this is great!
I really liked the aesthetic and mechanics, but unfortunately I just couldnt figure out how to beat the boss ;-;
Great game though!
Love the mechanics , art and overall polish - a lot of attention to detail! The fact that you managed to make a whole boss fight is really impressive!
i loved the gameplay mechanic and how could it work with plataforming and fighting all at once, i think it has a lot of originality and i just hope that this game gets an update so we can see more of the fighting mechanic you added
My original idea was to have enemies mercilessly follow the player as you try to run to the end of the stage (the idea being trying to escape the void). Enemies would follow you for quite a while, so the longer you neglect them the harder it becomes as more of them are on your tail. Would work pretty nicely as a roguelike/lite, weaving in bosses and secrets in between.
Unfortunately, the code for this game is an absolute dumpster fire. I may return to the idea soon, but I already have plans for another game that I want to develop.
Thanks for playing!
The controls for the character were really fun and intuitive! A ramp up to the boss would have been nice with some smaller enemies, but based on comments you've already left, it sounds like you just ran out of time. Despite the boss being incredibly difficult, I loved his moveset - felt straight out of an anime!
This is awesome! I love the tutorial level that gives you a good feel for the game. And yeah, that boss fight is fun but definitely a good kind of difficult. Makes me think of Dark Souls bosses - just doing it over and over again until I find a good rhythm and strategy.
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