This was really fun, I got so into chasing the combo meter words, got to Kilimanjaro as my highest. The title art is also sick! Had me hyped up!!
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KAIJU DROPKICK's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #152 | 3.773 | 3.773 |
Fun | #197 | 3.364 | 3.364 |
Presentation | #220 | 3.636 | 3.636 |
Theme | #242 | 3.409 | 3.409 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
Experience the exhilarating power fantasy of being a 50ft tall monster. Exert your strength and power through your martial arts dominance. This game really makes you feeeeel like a drop-kicking kaiju.
Comments
I too am a big fan of this moment lol. After winning I walked across the mountains and laid this kaiju to rest, falling toward the center of the earth to slumber for millions of years... or until the next planetary threat emerges. Great game!
Very funny! Took my while to understand, but once i got the hang of it I could play it with no problemas.
Loved the start screen art and the game art itself is very charming.
Good job!
No game is Perfect, but this one is definitely Quantum Xtreme Yowzers ZUPER
A little finicky to control, but it was very fun to nail a combo chain and bounce between Lobsta Libres (my headcanon name)
Thanks for playing it! It's pretty busted but people have been kind enough to appreciate what we were going for instead of what it is. XD
I've been doing some more work on it and I think it's a lot better already. I've made the movement less floaty and added sound FX, more particles, etc. I'm going to release the updated version once the jam is over.
I'm stealing the name "Lobsta Libre". That's too good! I loved your game by the way. It really made me feeeeeel like Spider-Man Arachnoid!
Let's go Kaiju Brother! I was laughing since the press start screen, I loved the art style, the music and the sillyness, great job!
Yoooo! Kaiju bros, let's go!
Thanks for the kind words! I'm gonna have to see if I can hunt down all the kaiju related entries. I've seen at least two others so far:
I really enjoyed this! At first I thought it was a little too slidey, then I realised I could use my momentum from the front kick to turn and hit guys behind me. Then I was crowd surfing. I was addicted to finding new words in your combo counter. I got Godlike and then I won and I was like "nooo, I wasn't done playing vocabulary simulator!" Is there anything after Godlike? Great game, I also loved the splash art in game.
Hey thanks for playing it! I agree that it is a little too "slidey". Thanks for giving it enough of a shot to realize the Platinum Games/Beat-Em-Up/Brawler vibe I was inadequately shooting for.
There are in fact 26 different combo levels. I kind of messed up by having the win condition trigger when you defeat 30 enemies. You might be able to see all of the combo levels if you use the buildings to chain the combos together but I haven't tested that yet.
That's very kind! Thank you! I really think this would have been a complete failure if not for the awesome art by my brother Nick and the music by my sister Sylvia.
By the way, I loved your submission! I'm excited to explore your other works, the audio/visual synthesis stuff you're doing looks super sick!
It does what it says on the tin. I was finally able to feel like a drop-kicking kaiju. Some cool heavy-hitting sound effects would pair well with this as well as an announcer saying those ferocious combo titles.
Very slippery, hard to navigate at times, but it was pretty nice planning out some sweet paths to keep that combo going. Also, super solid logo!
art for this is badass, i fw it heavy
it's not the easiest thing to pull off but i liked being able to bounce between enemies; like do a drop kick, and flip around with the momentum of the bounce to land another. i like the momentum/acceleration manipulation but would be nice if the controls were a little less slippy (at least rotationally) and maybe the hitboxes a little more generous. i saw in ur other reply that the movement broke last minute tho so fair enough lol, can relate to that haha
Thanks so much! Yeah the slippy controls are definitely an unfortunate detraction. I wish I had simply tried to make this super straightforward, beat-em-up-type thing from the beginning. I was just too ambitious and unfocused.
Appreciate the feedback on the combat. I think it would be a lot more fun if chaining together attacks was easier and more skill based instead of just random.
Sound effects would would bring this up so much, and it needs some upkeep. Buuut it does bring out the inner child in me and comboing a bounce into another guy is awesome.
The vibe is so sick. The artwork on the title screen is amazing. The 3D models are great too. All around the setting and vibe and presentation are awesome.
Is this game underbaked? Sure. But the fact you put it together in a week is impressive. Bravo. If you were to continue working on this, my recommendation would be to focus all your energy on the player movement. Once that feels good, you have a solid foundation.
I had fun playing it. Thanks for making it!
Hey thanks so much! Underbaked is nice way to put it. I think what I have here is a pile of flour with sprinkles on it.
By the way, the player movement was never great but... after opening up the executable again I realized I managed to break it before uploading. It wasn't supposed to be so "slidey". In the player script it is supposed to set the velocity based on what key is being pressed unless, the mouse button is being held. Basically your now sliding all the time. Welp... :P
Dude, I love this style, very comic inspired, I like me some Kaiju rampage stuff, game feels a bit... floaty? I don't know a good way to describe it and variety would've been cool too, I hope that this project can be expanded into a full-fledged game. Well done!
Thanks so much! The feedback is greatly appreciated! Originally the game was going to be quite different. It was envisioned as a sort of "shonen anime" setting where you would play as a youthful protagonist with the abbility to transform into the giant kaiju monster.
The transformation abbility, character model, and animations were all added to the game before the Kaiju (bad idea). At the last minute I cut the transformation abbility because it was too janky and glitch prone. What was left was the unanimated, floaty, Kaiju model. I guess this is a good lesson in setting the right priorities.
The Godzilla dropkick gif is literally my computer background this is as good as gaming gets right here
It's a little bare bones, but they're calcium-rich kaiju bones so whatever. What was your approach to the art? It looks super nice.
Hey thanks for playing it! I think "bare bones" is a very generous assesment but I appreciate it. XD
My brother did the splash screen and logo design. He also did some really cool concept pieces for characters, most of which we couldn't use. Here's some examples:
For the graphics I was inspired by Dreamcast/Early PS2 stylings especially Jet Set Radio. In keeping with that style I kept the texture resolutions reletively low and kept the polycounts on the characters under 1.5k. I used splines to create the road segments (just an array and a curve modifier in blender). For the characters I used vertex colors as albedo. I'd have prefered to create character texture sets, but I ran out of time.
To give the characters an outline I used the "inverse hull method" explained in this article: https://bnpr.gitbook.io/bnpr/outline/inverse-hull-method
My art direction got a little sloppy at the end as I added some post proccessing FX like fog and extra saturation. I wanted to have greater contrast between the backgrounds and characters by giving the characters a wider value range. This kind of ended up in the final product but I'd of prefered to have done it differently.
Thanks for asking and thanks again for checking it out! :)
if walking was less slippy and there was more enemy variety I can see this game being tons of fun
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