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Nobody in Particular's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
SOUNDS / MUSIC | #74 | 3.432 | 3.600 |
BOSS DESIGN | #89 | 3.242 | 3.400 |
USE OF THEME | #118 | 2.956 | 3.100 |
Overall | #127 | 3.051 | 3.200 |
CONTROLS | #151 | 2.860 | 3.000 |
FUN | #153 | 2.860 | 3.000 |
ART / VISUALS | #198 | 2.956 | 3.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's take on the theme
Thematically, this game is about a character who constantly "exchanges" bits and pieces of their personality with new ones at the expense of feeling like a cohesive person. In-game, this is represented by swapping out body parts that change both your attack and movement abilities.
Did your team create the vast majority of art and music during the game jam?
All art was made and edited during the jam itself, except for the VFX supplied by Cartoon Coffee. This game makes use of royalty-free visual assets, but they've been edited heavily. Music is royalty-free as well.
Did your game use PlusMusic?
No
Did your game use Playroom?
No
Did your game use generative AI art?
No
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Comments
A very creative take on the theme, Great job.
i love this game! it has a very unique style and is the right amount of challenging. im proud of beating it!
the pace was very nice
i missed attackdriections for ranged weapons even tho you might wanted it that way. bummerang explosion felt kind of useless because being that close to a boss was never a good move (maybe if you want to speedrun the game). oh and i missed a fullscreen option
Cool ideas and interesting narrative, but I really couldn't get past the second boss. The arena feels too small to effectively dodge all of the attacks, especially the spinning pencil blades, which are basically a guaranteed hit if you're too close to the edge.
Wow, that story was depressing... But for the game, I think the bosses were really cool and you used the theme really well. However, I think the fact that some attacks can only do damage in two direction makes it hard to fight. I also have to say that the game sounds good and the art, while very weird, is great.
Such a unique and original take on the gamejam theme! Well-done :D
Really good writing, the story captivated me. Amazing boss design specially the last one, mechanically and visually; The exchange mechanic was the weakest part of this game, it does fit the narrative but the parts felt unbalanced and not being able to keep a part you already have is a bummer; I myself identified with some of the struggles of the main character, I used to feel that way (And still kinda do) but the ending felt a bit disappointing (Which might've been intended) as the character did not go through any development, at least it seemed that way.
(If anyone cares, this response has some vague spoilers for the ending.)
I wanna preemptively say that I'm not arguing or saying you're wrong here; I'm not fully happy with the ending either. I genuinely just really like talking about my art and the reasons I make certain choices, and you're the first person to bring up the ending. (You can still think the reasons are bad.)
0. Thank you for playing and for your kind words! I really enjoy writing so I'm glad this slight dip into a narrative-focused game is resonating with anyone.
1. The exchange mechanic is meant to keep people from sticking with one combo for the entire game. Certain pieces might be more favorable to you, and I like the risk/reward of deciding whether to use them on an easier boss or wait for the chance to have them at the end of the game. Some bosses are already easier with specific movesets over others, though, so this might not have been necessary.
2. I mostly wanted the ending to be "disappointing" for thematic reasons. For one, gameplay-wise, it's hard to have a slow progression when the game is structured like it is. The format of "here's a specific insecurity, fight it, here's the next one, fight it" just didn't lend itself well to a traditional narrative. It wouldn't make sense to have the protagonist realize it's okay not to have a connection to their own sense of humor, for example, and then have the exact same conundrum over their talents. Having another ending would have required a really harsh flip in tone at the very end of the game.
From a narrative perspective, it's just impossible to say where an arc like this is supposed to end up. I feel like the "happy" ending that most similar stories present is the main character finding out the one thing that makes them unique, but I really didn't want to go that route. For one, it just isn't a realistic finale for a lot of people; it's much more common for them to be forcibly squeezed into a specific role they have no interest in just to survive. As people grow up and are forced into deciding their one area of study and their one career path for the rest of their life, the stakes become too high to really scrutinize their choices this much. Self-satisfaction and happiness become less important than just getting through each day with the money needed to survive. The game doesn't focus on these larger societal issues, but I still wanted to avoid a message that portrays the issue unrealistically.
I also don't think this style of happy ending gets at the heart of the issue, which is that everyone is just a collection of traits that they got from other people, and this is what makes us people in the first place. I mostly incorporated this into the bosses themselves. Even if they appear as individual, cohesive designs, each of them have different art styles for different attacks. Sense of Humor's pie attack shares an art style with the final boss, and its cross attack shares an art style with Talent, whose music attack shares an art style with Sense of Humor, etc. The protagonist is so wrapped up in their own insecurities, though, that it doesn't really cross their mind. (This is another reason I didn't think it would make sense to suddenly spell this realization out at the end of the game. They're just barely starting to realize self-acceptance is even an option as the game ends.)
TL;DR This inner turmoil affects real people a lot, as you pointed out, it's not something that you just get over one day, and I wanted to reflect that with an open ending that implies there's a lot more growth to undergo.
Thanks for replying!
I'd like to make it clear that I don't find the ending bad, maybe disappointing wasn't the right word, unexpected might've been better? The ending does give the message that you wanted to deliver, I lied when saying that there's "no progression", there is some, even though it's very little and that's what I take issue in.
I feel like this game's story suffers a bit from the game's genre as you pointed out in .2, you don't get enough time to understand and know the main character due to you being sent straight to the bosses, so maybe you could've told something about the character through environmental story-building? I don't know if that would work, just giving some ideas.
The ending doesn't need to be happy or sad, maybe it could've been currently it just feels neutral if you get what I mean, while the main character does get some development, it doesn't feel like enough for the reader know how they'll end up in the future, all we know is that he'll figure out it later, that while is realistic, and does make sense given you don't just figure out things out of nowhere and so quickly, I think given the context of this being a game (which isn't supposed to be realistic), the could've been a bit more improvement, it doesn't need to be like an answer to all his problems, as that doesn't exist, but something.
Sorry for not responding to everything, I just woke up lmfao, also sorry if I'm saying bs.
I love the music and the art of this game. The game play is very fun and the controls were very good. I thought that your take on the theme was very original and fun.
I love the music and art of this game. The mechanics are also pretty cool and can lead to some experimentation. My only issue with this game it that you can't really heal anywhere, so if you take too much damage on the second boss, you're most likely are not going to defeat the third one, but besides that.
I had a lot of fun with this. Good job :)
thank you! the lack of healing was an intentional choice, since I wanted it to feel like one long progressive gauntlet. i do wish i had time to add a practice feature for individual bosses though, since there's not a great way to learn attack patterns without going through the other fights