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'Til Depth Do Us Part's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
WINNERS | #2 | n/a | n/a |
BOSS DESIGN | #3 | 4.267 | 4.267 |
SOUND/MUSIC | #3 | 4.044 | 4.044 |
CONTROLS | #4 | 3.800 | 3.800 |
Overall | #4 | 3.911 | 3.911 |
FUN | #4 | 4.022 | 4.022 |
ART/VISUALS | #10 | 4.333 | 4.333 |
USE OF THEME | #31 | 3.000 | 3.000 |
Ranked from 45 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's take on the theme
The main mechanic and allure of 'Til Death Do Us Part is the ability for the player to arm themselves with their choice of the leftover scraps of the bosses they defeat.
Does your game utilize the PlusMusic plugin?
no
Did you use any third-party plugins other than PlusMusic?
no
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Comments
wow the boss design is ff AMAZING!! assuming you used GMS2 (because thats what I used and i recognize the loading screen lol), this game makes me proud to be a gms2 dev. the gameplay is super satisfying and fun, you did the falling effect rly well, the bosses are rly unique and smart, the transitions between bosses and after you beat the game are seamless and super polished, my only criticism is that the player is too strong (not the worst thing for a jam game tho) and that there needs to be morrre. rly good job :)
gms devs rise up 🫡
I appreciate the kind words, the player is definitely very strong, I chose to make an easy game rather then a hard one
Quite a few different attacks on those. Especially the last one switching between night/day/water/whatever?
I don't think it was too easy but then it's not a type of game I play too much... Or maybe it is because I even managed to get to the end. But then I think if it's too hard to get there, all the fine work in creating it would be wasted?
This game is amazing! It feels exceptionally polished, and it's clear a lot of effort went into this. Sure, it's a bit easy, but I personally appreciate that, because I'm not great at this type of game. The visual style is stunning, and the music and sound design perfectly complements the action. I love it!
Wow, just wow. I love the downwell inspiration for the art style and the boss design felt really cohesive and well thought out, also the music and sfx fit it really well. I especially enjoyed the pong attack, it felt really original. The game felt a bit too easy though, you gave the player way too much health and/or damage, I could barely see the bosses before they were dead :c
Still, definitely one of the top games this jam, really well done!
yea we decided it would be better to make a slightly easier game then a harder game as it should be pretty accessible :) more of an over correction in the healing after every boss
Many thanks!
Alright! As promised. Much of this review is gonna be tentative, because I'm not familiar enough with the engine to tell what's a mechanical limitation and what's a design choice. All crit is meant to be constructive- I did really like this one, I'm just digging in.
The bosses were fantastic- the callbacks on the third boss really made it for me, especially because the adaptations removed a lot of weaknesses of the previous versions- hiding behind the lower piece of the ping pong mechanic from boss 1 was no longer a good way to avoid damage, etc. The animations were crisp, clean, and choreographed the attacks well (look at that eye tracking on the second boss! wow!), at least after I'd seen each attack a time or two.
The animations and movement controls felt good, and just floaty enough to sell the falling part while maintaining tight controls. I will take some degree of issue with the walls however- at the speed of movement, the relative (normally good) monotony, and the bright colors required by the palette, it quickly became slightly dizzying and broke up my ability to focus on the foreground action or register player movements- this was worse with some boss palettes than others, though it remained an annoyance throughout.
I'm less a music person, so the most feedback I could give for the music is that it was great, and I very much appreciated the callbacks. If a volume / sound slider is possible within the engine, I would've liked that though, to turn the effects volume up a lil bit.
Balance prolly needed a little bit of work- I did two plays, once with the bones + arm and once with the eyes, and my second go of it was much easier than the first- as sometimes one of the bones would get lodged somewhere complicated and I wouldn't be able to shoot, nor reach the third boss where it was hiding under the... water? acid? for a while. I also wouldn't call the bosses easy per say- so much as legitimately well balanced for the size and scale of the game, though I will admit I spent a minute or two shooting the tutorial skeleton in the hopes he'd turn out to be a secret bonus boss or some nonsense.
I wasn't entirely sold on the theme fit at first, but between using bits of the former bosses that also recreate their mechanics and the nature of the third boss reusing the same, I wound up sold on it by the end. Good theme use on a very classic boss rush.
I do wish you'd done a bit more with the fact the player is falling more than just on the stylistic end, but as a gamejam game this is a super cool entry and definitely one of my favorites thus far! Really did like it, and hope it does well in the actual contest!
thank you for the well typed out essay, the color restriction did seems to make some things clash, it was more of a self imposed limitation and I probably could’ve used the whole falling theme a bit better, Ty for the feedback :D
Excellent feedback, I appreciate the detail you’ve gone into! It’s great to know our game made such an impact. Thanks!!
Music is top-tier! Excellent sound design.
Thank you so much!!
Amazing game, pulls you in right away with the stellar art and music and keeps you interested with an entertaining gameplay loop and a variety of weapon upgrades
Much appreciated, thanks!
Great game. Managed to beat it first try even on trackpad! One thing to note, I would like if the player was a little easier to see, perhaps like a white outline or something to distinguish it from the projectiles from the enemies, at time I felt like I got hit because I was confused as to what was what. Otherwise awesome game!
I chose to make the game easier rather then hard as I wanted everyone to enjoy it , it’a most likely the heal you get after every fight , or the strength of the weapons
Thanks a bunch, I’m glad you had a good time overall despite the visibility issue!
This rips!!!
Thanks for rippin’ it!
This game is great! the boss design is super unique, I especially loved how the 3rd boss worked (with the palette changes and stuff). Though, I found the bosses to be short, espcially with the big laser weapon thing (I like big lasers), and I feel like I didn't see many of the second bosses attacks because of how fast I killed it. Good game!
yea I’m pretty sure last minute I made it do 3 damage which was pretty much an easy win, glad you liked it!
The game really pulls you in! The art and sounds are really good. Well done
Thank you kindly đź¤
Man! I think this is my favorite so far *_*
Damn, the pressure is on!
I honestly think this game has a big chance of winning! Everything from the art, music, controls, and design just works so well together. It was so fun to play and the final boss especially had this really cool and satisfying feel to it. I saw some updates in the server that showed off these boss designs and was interested from the beginning, but this really made me invested! I'd definitely play this if it ever got a post-jam bigger release. Really well done!
Very kind of you to say, thanks! I’m super glad your expectations were met and you had fun.
A really polished experience, controls nice, feels nice, the graphics are nice, this game has everything! A few attacks do need a bit of balancing, but overall, it's a really nice game, I just wish the marshmallow you collect at the end would appear in the title screen.
I wish for the same marshmallowy destiny. Thank you for the generous feedback!
This turned out super good -- the boss attacks are very interesting and I enjoyed how (spoiler alert) the final boss incorporated attacks of the previous bosses. Great job!!
Thanks GassyGills! Fun fact: the final boss music has its own callbacks to the previous boss songs as well. Callbacks on callbacks!
I love the soundtrack, it provides a good link with graphics and the graphics complement the game very well
Mission accomplished for my music then, thank you very much for the kind words! Matt absolutely killed it with the art.
The best game on the jam so far
This is a big “no u” moment for me, I had a blast playing Chunky! Thank you.
Wow, really polished! I really liked the animations of everything, I remember seeing a gif you posted in one of the channels of the second boss and I was really amazed by it. Everything looks cohesive and pleasing to the eye, really well done!
Matt’s spritework is unmatched! Let us bask in its glory. Thank you!
Ok. First things first- I saw your game o discord a while ago, and once I read the title I figured I need to do better with mine. So the title of the game you see below this post is partially your fault!
Now- for the game itself. It's pretty great. The color palette, sfx and music all work together and go for super retro look. The controls are tight, so that's good. Compared to other entries the difficulty is on the easier side, but that's good for me, as I am known not to finish games that kick my ass repeatedly.
The boss design is where your game shines the most. I like their look, liked their patterns, and that's probably the most important in the boss rush game, right?
Overall- one of the most polished games on this jam!
Fantastic micro-review, thank you so much! Thrilled to read about your experience.
Wow the colour pallete is so great and this game is so simple good ! Good job !
Agreed, Matt built some great palettes! Thanks for playing and leaving feedback.