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Angealous's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
USE OF THEME | #88 | 3.167 | 3.167 |
SOUNDS / MUSIC | #130 | 3.042 | 3.042 |
Overall | #132 | 3.007 | 3.007 |
ART / VISUALS | #136 | 3.333 | 3.333 |
FUN | #143 | 2.917 | 2.917 |
BOSS DESIGN | #148 | 2.875 | 2.875 |
CONTROLS | #182 | 2.708 | 2.708 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's take on the theme
You start with a large moveset, but must give one up to continue to the next boss.
Did your team create the vast majority of art and music during the game jam?
I'm gonna say yes but I'll break it down a bit for transparency sake: I made the - code - 3d models - Non-Player Animations - non-Icon graphics & UI - levels - Sequences - game design - etc.. I did not make: - The OST (Thanks to [ADnova](https://freesound.org/people/ADnova/) on freesound) - Sound Effects (Though I did edit them) - Icons (Got from games-Icons.net) - Player Animation (Thanks Mixamo!)
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
This is a pretty cool game.
I like the aesthetics and the bosses look really cool. I love the visual design with the floating eye and heart (?) being lifted by a hook on a chain. The saddest part of this game is that there's only 2 bosses. The interpretation of the theme is interesting, but it can feel bad to give up fun abilities. But overall, I had fun.
Thanks for playing! Yea the sacrifice mechanic was one of the first things i came up with after the base movement and combats. It felt like a natural way to make a difficulty curve while still letting the player choose which boss first without having unbalanced fights. In a full release I’d probably like to give the player a chance to enjoy all their abilities for a bit first, before giving them up to the bosses.
I really like the art style of this game, reminds me of the PS1 games I used to play