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The Tale of Zuko's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #155 | 3.571 | 3.571 |
Theme | #208 | 3.048 | 3.048 |
Innovation | #247 | 2.905 | 2.905 |
Fun | #340 | 2.762 | 2.762 |
Overall | #363 | 2.706 | 2.706 |
Game Design | #377 | 2.714 | 2.714 |
Audio | #694 | 1.238 | 1.238 |
Ranked from 21 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?
The story line
Did you write all the code and made all the assets from scratch?
codes yes, assets no
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Comments
Really fun game, I encountered a bug though where if you spam an attack then it'll do the attack the amount of times you pressed. Really wish there were sound effects, would have made the game epic.
Nah man, Nah man, Nah man.
This game is freaking epic. Wish it had some sounds tho. It has a lot of potential to be much better, trust me when I say this CAN be so much better. Loved the animations flowing in with the VFX and the camera shake. Well done deserves more ratings.
Interesting mechanics and really amazing art and UI! The story is a bit sad and I felt like the game was pretty easy and then took a sudden spike up at the end. I think if you balance the game a bit more, this could be something really spectacular!!
Gorgeous graphics - the shader work here produces a nice neon vibe. Could use some bloom. Nice animations and with some additional design, the combat could be awesome (I was able to spam "Q").
That jump animation, haha. Great.
I also had issues with attacks entering a que. I didn't realize it was happening for awhile and had to watch like 20 q's, 10 e's and 7 r's. That was wierd. The attacks are really cool though, but they need to be faster. In order to get some of the attacks to come out on time, I had to activate them while the enemy was still more towards the right side of the screen. In a action game where combat is a focus, attacks need to feel responsive and the hitbox should come out in less than half a second. It is okay to have some attacks that activate slower, but slower attacks should be considered heavy attacks that have a lot of build up, but do a lot of damage. That move where you create a rock wall and kick it forward would be a good slow, heavy attack move I think. I like the concept a lot though, This could turn into something really neat. Keep at it!
There some good stuff in here,, but its very very clunky (the input buffering especially)
I love your artstyle! But lack of SFX is a bit silly. Very nice color pallete and overall vibe! Good work!
Interesting side scroller with a lot of technical work in the game dev. I like the shaders being used in the neon/tron world. The animations are all neat. The intro scene does help us get a sense of 'feeling' for the character. It was hard to feel any sense of threat because many of the skills were so powerful they cleared all enemies in front of you and could be used continuously. It does seem like I spammed some because the attacks got queued up and sometimes I needed to wait for 7 or 8 skills to unwind even when there were no more enemies. I think you've got the good start to a fun combat game. To really excel, the combat and not combat will need to fluidly move between the two states (in my opinion). Music and sound would really help bring the game to life.
Also, you may want to put a content warning that the game includes a visual representation of suicide.
Good submission.
I can clearly see that you project is a very early stage of development and has a lot to do. Nevertheless, I had some fun but I found some issues. I won't talk about assets and animations because it's not yours but I the idea of Matrix-style or Code Lyoko-style world is amazing. It looks very good!
Avatar, last Airbender - style game. I LOVE IT! It has a lot of potential with four main elements and their sub-elements. Main character and his master is an obvious reference to Zuko and uncle Iroh and that's a good thing. If you develop yours Zuko and Master right it can be a really engaging story to watch and play. I am impressed how you managed to hide UI, it;s clever and look very good. But sadly, Zuko doesn't uses his fire abilities but it doesn't matter that much. I just hope he will learn how to use it :)
My main issue is balancing. I found that you don't have to use any of the spells (I don't know hot to name it) and simply jumping through your enemies is enough to kill them. Other thing is that you can buffer (saves in memory inputs and later calls them in the fixed order) more than one attack in memory and game won't let you move because mc does his sick moves.
Pretty good but flawed game with room for improvements. Keep it going!
Played smoothly, liked the concept, enjoyed the visuals and playing an Avatar themed game!
Watching the Avatar again lately inspired me to make this game. Thank you for playing!
It was cool to see the UI on the background as scene elements. It's such a cool and refreshing touch. The cinematic feel at the beginning was awesome and the game looked fantastic!
I'm happy that u like the aesthetic of the game. Thank you for trying it out :D
good concept
Thank you!
I've got no idea how you managed to pull off that art style. Really impressive!
By sacrificing the audio i guess haha. Thanks for trying the game out!
daymn the art is cool...... the controls were a bit jittery for me and it lagged a bit... but cool ideas
Thank you for your feedback! Im sorry the controls are not smooth and responsive. Will polish this part out
Some of the moved took a little too long to perform so I kept getting hit while performing it, but the animations were awesome :). I would suggest maybe putting in a warning for that flashing purple loading screen as that did make me feel a bit queasy...
Thank you for the feedback and im sorry for not being considerate on the flashing. Will be extra careful next time.
This looks so epic.
Thank you for trying the game out!
I love the UI thing you made
Thank you!
Very nice! 5 for everything
Even 5 for the audio too? hahah but thank you!