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Puppet Soul's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
ART/VISUALS | #1 | 4.800 | 4.800 |
SOUND/MUSIC | #1 | 4.160 | 4.160 |
BOSS DESIGN | #7 | 3.960 | 3.960 |
Overall | #8 | 3.780 | 3.780 |
FUN | #13 | 3.480 | 3.480 |
USE OF THEME | #26 | 3.320 | 3.320 |
CONTROLS | #40 | 2.960 | 2.960 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- this is another game in this jam that I really wanna see go places after this jam is over, even though it wasn't makeshift-y enough for me the game overall was AWESOME and I'm looking forward to seeing some kind of N64 3d platformer
Game's take on the theme
All the bosses are fabricated by toys lying around a room
Does your game utilize the PlusMusic plugin?
no
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Comments
I really liked your take on the theme! It's a really nice idea the way the bosses are introduced. Really cool entry!
I really liked this game!! Very simple but fun bosses and ideas. Controles were a little bit weird (keyboard), because you must slash with left shift and repel with f, very weeird, but was a very fun experience!!
Very nice artwork. I found the default controls quite frustrating and changing them in the browser was difficult, the game didn't recognise my controller (Xbox One controller) :(. The music is fitting. I didn't enjoy how long the bosses ran for. I loved the stop motion effect with the low frame rate animations. The bosses needed to do more telegraphing and the shield should block immediately rather than when it's fully up as it's quite frustrating thinking you've blocked a projectile only to have it hit you. The sound effects work well with the visuals.
I think for the second boss a way to improve might be to have the small spinning tops shooting a specific colour each and the big boss just doing dash attacks. I think an animation to show when the colour will change would be a good thing. I also feel that when it dashes into you it should knock you away, I kept taking multiple hits of damage from the dash attack.
I think for the third boss having some kind of ranged attack would make it feel more fair and again, telegraphing to know when to stop attacking in the rare moments that you CAN attack would be nice. I think the hitboxes on the pages need to be a little more forgiving.
I-frames would be good for when you've already taken damage and maybe allowing the attack animation to be interruptible would make the game feel less frustrating. If you want to keep the uninterruptible animation I think more telegraphing is a must.
Finally I think, unless you were planning to have a 4th boss that requires the use of all of the abilities, having to switch manually to the fast dash on the third boss doesn't make too much sense as the default reflect ability seems to have no use for that boss. (I was a bit too frustrated to finish the third boss so maybe there is a 4th boss?)
Best Art/Visual i saw this jam, huge Gg !
But i don't like the book boss , he is floating this is kinda distrubing to find his hitbox , at start i thinked that i just had to wait until he run out of pages , but not , however I loved his pattern !
All other bosses are also reaally cool
the result is really very professional, you were only 3 for this result?? it's crazy
The sfx are cool, the visual is really VERY nice. Shooting a 3D game on the web as well is a great feat.
The use of the theme is well thought out, the patterns are exceptional (especially the book). I am super impressed by the rendering, you have gained a follower.
only downside I found that the 3rd boss was a bit hard and I would have liked to move with the joystick rather than the directional cross. apart from these two details the production is incredible, a great gg to the whole team
Thank you so much for playing! I'm glad you enjoyed it- I think Stoff and and I pretty much worked on it nearly fulltime next to our regular jobs haha.
As for the controller; there seems to have been some problems with the stick for some controllers; I was wondering: if you have the time, would you mind going into our controls panel through the rebind menu and see if trying to remap the movement for gamepad using the stick does register any input at all? It'd help me greatly when it comes to sorting out the issue for future jams!
Either way, thank you for the comment! I've been excited to get into One More Try since seeing it on Rook's stream, you'll hear from me soon!
Hello ! I tried with two different gamepad, I have the same result with both. The left stick is not detected at all, and the right stick is detected only on the left and the right (not the top and the bottom)
This game looks amazing, the 3d models and animations are quite polished and I loved the initial cutscene, it took me a bit to grasp the controls but overall this is a very good entry! good job!
Overall great art! It's very aesthetically pleasing. Props to Christoph!
The cutscene at the start of the game was really cool.
The music is nice & fitting, although there are no transitions between tracks making you lose immersion when the music cuts.
The controls should have been explained in the game itself though (or on the itch page) - I totally overlooked the controls screen in the main menu, started playing immediately, and was stuck with only a dash & movement not knowing what to do.
But in general, congrats, nice work!
Absolutely incredible. I loved the use of theme and visuals, and the boss design was out of this world. I have no idea how you made this much high-quality content in a month. I do think the superb boss design is let down a little by the controls, which are good on the gamepad but still not quite as responsive as I want. All in all though I had a great time and am genuinely super impressed.
Absolutely incredible. I loved the use of theme and visuals, and the boss design was out of this world. I have no idea how you made this much high-quality content in a month. I do think the superb boss design is let down a little by the controls, which are good on the gamepad but still not quite as responsive as I want. All in all though I had a great time and am super impressed.
What a beautiful game. Nicely done! I had a really hard time with the controls as using shift for attack really messed me up. Also, had no idea how to actually deal damage to the boss. So just ended up running around. Not a huge fan of the sfx choices. the 8bit boss damage didn't fit the UI sounds which also didn't align with the weapon sounds. The music was nice, a little repetitive (but it probably wouldn't be if I knew how to defeat the boss haha). Overall though, it is playable and beautiful. Nice work!
Incredible game!
First off, I think the art style of this game was fantastic (I love stylized art) and music was excellent too.
In terms of gameplay, I think the boss mechanics were very nicely done. There were awesome variations to the boss mechanics which required some figuring out to understand how they worked. These also worked nicely with the abilities as well. Unfortunately, the third boss was a bit too challenging for me and I couldn't progress past it (I will likely try again at a later point).
I was also intrigued by the story that was occurring between boss fights.
Overall, excellent and fun game and would love to see more in the future!
Thank you for playing! I'm glad you enjoyed it! If you do feel like giving the 3rd boss another try, perhaps the triple lives, or double attack damage (or both) accessibility options in our options menu are worth looking into :D
Now if only the gamepad controls worked in the WebGL version or there was a Linux build...
This one looks extremly polished, but by the big book boos getting to grips with the keyboard controls was futile...
Protip: Configure the keys before you start, there seem to be some overlaps and too many functions on one hand while the other has none...
Hi! Thank you so much for trying our game. Mind if I ask what gamepad you were trying to use? So far people seem to have been able to use the gamepad on web mostly fine, and I'd love to look into it for future game jams.
As for the keyboard controls, sadly it's hard to get controls working that literally everyone will be able to work with, starting with whether players want to use arrow keys or wasd. Therefore we did built our key remapping system that allows you to rebind every single key, including the pause menu. I hope that helps!
It's a semi-generic PC controller. The label on its back reads "Thunderstrike SL-6515-BK-V2". and an EAN code number: 4027301165159.
https://www.speedlink.com/en/THUNDERSTRIKE-Gamepad-for-PC-black/SL-6515-BK
When running the download version in Wine the controller worked fine (not sure if *all* buttons worked correctly, I couldn't really work out how that "swap ability" feature is supposed to work).
Thanks for the reply! I'll look into the controller, see if there is a workaround in the unity input system for that specific controller, there must be!
The abilities are a bit mega man-esque. You unlock a new ability after each boss you beat, and each one is used by the same button. Then there's an additional button to "scroll" through the abilities. It's a bit oldschool, but we thought it worked well with the bosses I designed and on top of that, it's scalable fairly well without ending up with many, many, buttons :D
Well, the controller works in other games, but not always, but I can't say what makes the difference... It must be something on how the games are setup, or maybe a version issue...
Amazing art and stylization, Loved the art and its really cool that their is some story. Was so insanely impressed with even the first character animation. Good job
Ok. I'm at the first boss, but I have to go out for today, so here's my impression so far.
It's great! When I say your project on discord I figured it's either gonna be great, or janky as hell. Because if you want to do a 3d game in such a short time it's one of those, really. So- here are some of my random thoughts!
I like you had a plot! Most of jam games are "here's bosses, fight them". That's not bad, I mean- it's almost expected from jam games, but I like story in games.
Presentation was great- the slight camera movements in the intro, the music, the art direction in general.
Controls were... good I guess. I needed a moment to get used to them, and I cant go up or down using thumbstick (left and right work). So that's the part I'd say would benefit from some more polish.
Bosses! Readable attacks, cool patterns- on par with the best games in this jam.
Sticking to the theme. Uhhh... sort of? I mean- is fighting random toys is really "makeshift"? It almost seems to me, like you had your game figured out before, and then went "that's sort of makeshift, right?". That's probably my only gripe, and I don't even care much about the theme :)
Over all- one of the best I've played so far!
Hi! Thank you so much for the kind words! I'm glad you enjoyed the game as far as you got! I'm just wondering; what kind of gamepad were you using? I've set up the new unity input system to take left stick from any gamepad, but it seems there's some controllers where the stick doesn't seem to register properly. If you decide to get back into the game, who knows, would you be able to try the key rebinding panel to see if the way we set up our input system recognizes stick up and down at all? I'd gladly appreciate it!
As for the theme, I see where you're coming from! Our decision to enter was actually sort of last-minute, we ran into the jam on itch and we were like "Want to just go for it?" and that's what we did. We did have some plans for the game that would've most likely be more related to "makeshift" (such as picking up parts/blocks of the boss and using those to essentially put build/craft a weapon which you'd use to finally defeat the boss with), but it turned out a bit too big of a scope, sadly!
Either way, thank you for your comment, looking forward to try yours over the weekend, I believe I've seen some of your progress messages on the discord and have added your game to my watchlist since :D
I have a normal Xbox 360 controller. I mean- playing was still possible. Dpad worked normally.
Btw- how big was your team? Just out of curiosity, because, while there's a lot of good submissions, yours have a really high level of polish!
If you check out mu game, you'll notice I've the mechanic your team considered- picking up stuff that boss dropped to craft items. What we didn't do was the crafting menu- we felt that it slowed down the gameplay, and we were going for pretty fast gameplay.
wow nice game ! So polished !!