Play game
HyperModder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #13 | 4.533 | 4.533 |
Fun | #24 | 4.033 | 4.033 |
Audio | #30 | 3.967 | 3.967 |
Overall | #64 | 3.750 | 3.750 |
Game Design | #75 | 3.833 | 3.833 |
Innovation | #246 | 3.333 | 3.333 |
Theme | #673 | 2.800 | 2.800 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Game uses preperation and rainy imagery to justify the theme
Did you write all the code and made all the assets from scratch?
Yes
Leave a comment
Log in with itch.io to leave a comment.
Comments
Wow this is a spectacular game, the animations are super satisfying and the inventory management upgrade system was really clever. Loved the music and sound design too. My only critique would be that it maybe doesn't fit the theme as much as it could. Otherwise though, this is probably the best game I've played so far.
Thanks a lot for the kind words! I put a lot of effort into making the animations feel right so glad that didn't go unnoticed. I tried to make the theme fit by giving the player some time between waves to do some inventory management / healing, but the time is so short I think it ends up being more stressful than the wave itself haha, definitely soemthing I could have done better. Thanks for playing!
Amazing graphics and polish. I especially appreciated the detailed menu screen that provided the controls.
The in-round music fits perfectly and the movement and weight of the character, enemies, and hits are all on point.
Thank you :) It means a lot that the polish didn't go unnoticed; it took a lot of time (and lost sleep) to get right. You've got quite the stylistic eye and I really appreciate you taking the time to use it on my submission!
I've played a lot of games today but this is the first that has left me wanting more. Every hit is so visceral with the camera shakes and particle explosions I was getting so into the ebb and flow of combat. So much aggression, so much weight to every hit and every dash.
This game is beautiful. The colour choices and lighting effects have no accidents in their implementation. If I didn't know this was a jam submission done in a week I'd assume this took a month or more to make.
I have a few small critiques or complaints so I'll blast through them quickly.
A fantastic submission that deserves tenfold the plays and ratings it currently has. Please continue to work on this project.
Thank you so much for such an encouraging review! I'm really glad the combat resonated with you; it took a lot of tweaking to get that visceral feel just right. I also really appreciate the kind words about the visuals—I poured a lot into those details.
As for the parrying, you're not alone in that struggle. Our playtesters also found it tricky, and we went through a lot of iterations to try and make it clearer without breaking the flow. We do have visual cues, but they're clearly too little, as both our playtesters and our reviewers on here were struggling to notice it. Thanks again for the feedback and for taking the time to play—your support means a lot!
Wow, the art section of this game is one of the best. The visual effects, animations and models are very well crafted and polished. excellent work.
As for the gameplay, I found it quite fun, the inventory item mechanic is something that adds a lot to the gameplay.
And the interaction of the music adapting to the gameplay is excellent.
great job, congratulations! :D
Thank you so much for the fantastic feedback! I'm thrilled to hear you enjoyed the art, animations, and models. They were a big focus for me. I was also really proud of the design for the inventory/Tetris-piece-powerups/weapon mod system. It means a lot that you pointed that out. Your kind words mean a lot, and I really appreciate you taking the time to play :)
I'm shocked by the art and I thought the gameplay was cool. I think if the enemies had "tells" that were easier on my eyes, it would've played it for a long time.
Thank you! The art took a while, so I'm glad that paid off. You're right about the tells, I went through a lot of different ideas for how to design the tells while trying to balance them between too hard and too easy to recognize. I'll be sure to keep your words in mind for my next game's design decisions :)
This was incredible! Fantastic modeling and lighting, and great inventory/upgrade system. I only wish you had more room to repair during each wave, as it felt like the downtime between waves was just spent holding R. Regardless, one of the best games I've played yet!
Thank you so much! Modeling and lighting are general passions of mine and I put a lot into them for this game, so it's awesome to hear they stood out. I hear you on the repair time during waves; finding the right balance for that was tough, especially if I wanted to submit in time lol. If only we had more time, right?
genuinely how does this not have more ratings? the voxel art style is fantastic and i love how the UI takes advantage of it too. The breakcore music is great and it fits the overall gameplay super well. if I had any feedback, it'd be that the movement feels kinda slow/janky since it feels like there's a camera shake with every step the player takes. I can see the intention behind it though, and the amount of juice in this game is immaculate. well done!
Thank you so much for the kind words! I'm really happy to hear you enjoyed the voxel art and music; they were a blast to work on (but also pretty difficult haha). And you're certainly right about the camera, things like that can be hard to tune lol. Glad you enjoyed :)
Hee-ho. Very cool game. I had many fun. Thank you
very thanks. many fun. gamejam!
This game is so underrater, it's one of my favorites so far
The juice is SO good, the artstyle is great and consistent, the music fits the action like a glove. This is seriously impressive, congrats!
Thank you so much for playing, I'm really glad the music and art captured you so well. Those parts took the most work lol, I'm thrilled to hear it paid off :)