Play game
Grievance's itch.io pageRate this game
In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.
Game's Take on the Theme
The player character has a 'Spin' move used to deflect certain bullets, each boss has a phase where the controls 'spin' from side-scroller to top-down, and a number of boss attacks involve spinning in some way.
Did your team make the majority of the art and music during the jam?
Yes, all of the assets.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Really well made! the graphics look nice, and all the fights feel great (although I haven't beaten it yet...)!
(PS: If you're willing to I'd love it if you can rate and leave some feedback on my game! This is my first ever jam and I'd love to see where I can improve for the future!)
Thanks for playing, I hope you beat it :)
I'll check out your game later!
I love old SEGA games aesthetics. Of course it's not as they are, but i still liked it. Arts and music are really well made. It was very fun to play.
Thank you for checking it out!
I love the art and music! The boss fights are unique and creative! The first boss fight suddenly reminded me of a matrix flash game that I used to play as a kid haha
Thank you for playing!
Very fun, like Contra and Mega Man. For me it is a great pleasure to support gamepad.
...and I died 100 times from the gravity gimmick lol
Thank you for the feedback! Mega Man was the basis for the gameplay, haha
Great visuals, brilliant music and interesting mechanics! This game is fun, great work.
Thank you for playing! ^^
I loved the visuals and the music!, Also the boss attacks and ideas were diverse and I liked that too! However it was a bit hard to controll at first, it didn't use really conventional controlls, but once you get use to it it works wonders!, Great work! :D
Thank you for playing and for the feedback!
Nice job!! Loving the retro vibes. I had to get used to the controls but got it eventually! :) Hope you keep developing and polish after the jam!
Thank you for playing and for the feedback!
A good reminder of drinking waters :-) Good detail.
If there's one takeaway you should have from this game...
I like the artstyle and music! It ran good and I got used to the controlls and was able to play against the bosses smoothly. I loved the change in gameplay with the second boss. Nice game :D
Thanks a lot for playing!
Really solid game! I thought the switch from the side-scroller to top-down gameplay on the second boss was pretty neat. I felt that the parrying felt a little weird to pull off at times because i would still be stuck in the shoot animation. Nice work, overall!
Thanks a lot for the feedback! The system handling the player's animations is still very rough, one of the things we didn't quite have time to figure out best practices for, lol.
Enjoyed playing and the art is really nice! but I will admit it took me a little too long to realize I need to press esc to get of the first dialogue box lol
Thanks for the feedback!
You mean to skip the entire dialogue or just advance the text? At the end we forgot to put the controls in the game, but in the game page we explained the controls.
I mean to advance text and then to skip once you've seen it after you die
Thanks for playing! Not putting the controls visible in game was a big oversight, I think I was counting on putting them in the game's itch page, but you can actually just download from here and get right to playing without seeing them.
love the art style and music for this! fun game and wish there was more to play. great work!
very cool, controls a bit funky, but it was good on gamepad except for some weird stick errors, but worked fine on dpad. didnt realise u had to deflect the bullet in the laser part on stage 2, so i was just dodging for like 5 minutes lolll, but beat the game.
after figuring out the movement and mechanics on the first boss it was fun.
very funky music!
So I did manage to beat the first one, but the second really got to me man hahah I almost did get close to beating him - but just couldn't. I'm assuming you didn't do playtests so it's okay.
This particular attack was oftentimes a checkmate. I'm glad to hear you'll be ironing out these kinks post-jam, because the combat here can be really good, combined with your spin mechanic. I also would wish to see if you make it so that I can go to the deflect state instantly no matter what I'm doing. Because I had to like stop shooting half a second prior in order to get a guaranteed parry.
A solid entry aside from these nitpicks! Hope you also had fun making this.
Thanks for the feedback! In fact we did a lot of testing, although some minor bugs remain because there wasn't enough to fix them. I'm kinda curious why this particular attack was a checkmate sometimes, could you explain please?
Thanks for the suggestion about the parrying mechanic, we'll revaluate the gameplay aspect to make it more smooth :)
We had a lot of fun doing this, it was nice to start learning a new engine and creating all of these different attack patterns and other things, it was an incredible learning experience.
Same here! Had a blast as well. I got to learn FMOD and Krita! Question; What engine did you guys go with for this jam? So you did do playtests with other people? My bad.
Let's say I was at the top-most platform, the 3 bullets are in the same order shown in the picture. There was no way I could go down to the ground quick enough without getting hit by the bullet from the platform above the ground. Tell me I am missing something. Because like with Hacker's lasers... they show where they are going to fire. That gives me a heads up, but I don't think you could tell which 3 places the bullets are gonna fire at in advance.
Wanted to implement FMOD but there was no time hahaha. We used Godot!
No, only us did the playtests, sorry for misunderstanding your point!
I see, maybe if there were turrets on the wall charging the shots would be a good way to show the path and player movement being a bit faster would help too. We plan to see those details after the jam, but having these details being explained like this helps a lot! Thanks :D
Thanks for playing, and sorry for giving you a hard time on that one! We did do quite a bit of internal playtesting, but that doesn't really help for telegraphs and the like, because we already know how things work and have an understanding of where to be and when, lol.
Really fun game! The visuals and style are very appealing, especially the boss's second phase. Unfortunately, no matter how hard I tried, the first boss kept destroying me in phase two))) But I really enjoyed it—great work!
Thanks for the feedback and for trying it out! Sorry that you got stuck, it definitely turned out overtuned, from what we're seeing. Looking forward to toning it down once the ratings phase ends and we can fiddle around with it more ^^
I loved the details in the characters. I really wanted to see all of them but I spent 15 minutes losing to the commando guy. The second phase on the first boss is way more fun than the first half. He's animated to shoot so many different weapons. I wish I could have seen the other bosses but I'll have to try another time!
Overall, I think the art is fantastic but I lack the skill to see more of it!
Aw, man! Thank you so much for the feedback, and sorry that you got stuck over there. The Gunner could have used more care on balancing and had a few last day changes that made some patterns hard-to-impossible to dodge, so I can imagine it getting frustrating fast. If you happen to still be interested, we're going to keep working on the game after the ratings phase is done, and I'm sure one of the first things out the gate will be a rebalancing on the first boss (and/or an actual difficulty slider).
Very good game! The art is very beautiful! Very fun, I really liked it! I think adding an automatic shot instead of clicking to shoot every time, because that makes me keep clicking non-stop to be able to shoot, and I also noticed that there is little time to do some damage to the boss without having to dodge something! Otherwise, it's incredible! Congratulations on your game!
Thanks for the feedback! We planned to add autofire but sadly didn't have time. Yeah, some of the attacks have little window to attack the bosses, we plan to change this.
wow really enjoyed the sfx and the art, feel of the game in general, I loved the second phase of the first bossfight, the hacker fight was cool.
Thank you for the feedback!
Love the cover art. reminds me of a comic book!
I had so much fun playing this game, and I am a sucker for this type of atmosphere and art direction.
I really enjoy the Spin mechanic, even though it is quite simple it definitely adds a lot to the game, especially in the Hacker fight, I absolutely loved that fight and using the Spin well was essential (obviously to get through 2nd phase, but also during one of the phase 1 attacks). It really felt fun!
The mechanics and telegraphs of the fights were very creative. And every time you "lose full control of your character", it is quite intuitive what you have to do and also very fun to figure it out before it is too late (eg, during zero gravity, and when you have to reflect the last boss's Kamehameha).
Thematic and overall vibe was incredible. Poor dude just wanted a new bike and ended up with a throne... Fantastic!
Thank you very much for the feedback and kind words!
I tried going for an aesthetic kinda like "No More Heroes", just a bunch of dangerous, morally dubious people going at each other's throats, haha. Quite a lot of polish and visual effects that I didn't really have time to put in, but we're going to keep working on it after this week. Glad you liked how the Hacker turned out! Being an indirect attacker gave us a lot of freedom in making distinct, wild patterns, hahaha