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A jam submission

ChromachyView game page

An Arena Fighter inspired by the work of Yusuke Nakamura.
Submitted by SoraSkyFly — 5 minutes, 57 seconds before the deadline
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Chromachy's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#15.0005.000
Fun#15.0005.000
Mood#15.0005.000
Overall#84.5004.500
Creativity#443.0003.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • This was so much fun to play, I really enjoyed experimenting around with the different mechanics! The animations look great and the the game has a nice aesthetic.to it. Some more bosses to fight or maybe even local coop could have been great additions! --- This game looks amazing, I looked up the artists you listed in the description and I can totally see their influence! It's really hard to make a fighter that feels good to play, I replayed this a bunch of times because it was so fun. --- 32/40

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Comments

Submitted(+1)

So dope! I love the soundtrack. Fun game play, tough. I love the character model and animations. Good job on the sword swinging fx too. Lots of fun!

Submitted(+1)

Its a pretty fun and entertaining game. Im digging the aestethic of it , it seems you guys might like persona games jajaj. The attacks of the enemy sometimes felt very punishing and your health may be too low but the combat is great , I felt very nice about blocking since it makes a great sound too. I never could land a special attack the boss always attacks you before you can hit him with it but it looks sweet.  You guys did a nice job though i love games with a unique style

Submitted(+1)

I really enjoyed this game! It does indeed give me that spectacle fighter vibe, a genre that I really enjoy. So nice job on capturing the essence with the cool combos, blocking, and healing mechanics! The game itself reminds me a lot of Devil May Cry, which is a good thing. I enjoyed how responsive and natural the AI felt, even though at times, it felt more overpowered than I would have liked. The character art and the look of the environments is really nice to look at.


The game itself could use more tweaks in terms of balance. I struggled a lot against the boss, and I kept dying again and again. Maybe you could have the first boss be somewhat easy and the second be a more difficult version of the first boss? In addition, the bars were somewhat unclear to me, I agree with another commenter that the bars could have been made more obvious (like health vs the recovery system bar being on the same side.)


Overall, I enjoyed the visuals and feel of the gameplay! Good job!

Developer

Thank you so much for playing and for the feedback! We wanted to capture the spirit of the games that inspired us (Dark Souls, Kingdom Hearts, Devil May Cry) which definitely resulted in a more difficult game ;^; . We've been talking about how we can tweak it to be more approachable to everyone if we continue in the future! We also agree that we should improve the visual language of the bars, health and our ramp-up mechanic can be unclear sometimes to someone just starting the game :0

Submitted(+1)

This is an absolutely wonderful submission. The art style is great, the effects from the sword-slashing feel cool. And winning the fight made me feel super satisfied. Honestly, if this became a full game, I would play it. That said, I have some comments for improvement. 

The first one is small. I just like dark souls a lot, and I thought the controller controls felt weird because they didn't follow the formula. I know it's not a 1 to 1 mapping since they have different controls, but maybe an option to go to a more Soul's style control scheme. 

Secondly, just some juicy sound design would be nice. Heavy hits should sound and feel heavy for both sides. Combos should have some kind of stacking sound effect that gets better and better the longer you pull off a combo. Just stuff like that.

Finally, I just think this comes with time and testing so it's not really a rag on how the game is, but rather balance tweaks. One balance thing I would look at is telegraphing and the end lag of the boss's move set. I think a move's power needs to be directly proportional to how much build-up the move has and how much end lag it has. Some of his moves do this really well, and some don't. Another thing to look at in balance is a staggering system based on the weight of moves. It didn't seem like this existed, but rather if you got it, or the boss dad it was a stagger. I think the boss and the player should have a certain amount of stagger resistance so that smaller moves don't just knock you over. Maybe the stagger doesn't clear instantly either so you can combo a lot of small moves together to get a stagger. I think with this you could find a way to balance it so that the boss doesn't have to become invisible to escape the player just combing him into infinity. That was probably my least favorite part. Because sometimes he would become invisible and I wouldn't realize, my sword would go right through him, and then he would slash back and kill my combo meter. 

Sorry for so much feedback. I think when an entry is this great, it's very easy to talk about. Great job and I hope you guys do well!

Developer(+1)

Thank you so much for playing and for the detailed feedback! A fun little tid-bit is that our combat was inspired by Kingdom Heart's and it's endgame bosses, so the control scheme is similar to Kingdom Hearts, but general feedback we're getting is that its a weird controller setup so we might change it in the feature (or add another option) xD. 

Submitted(+2)

I love it!

The aesthetic is super cool, and the gameplay is fun. You've leaned in deep into the hyper-stylized craziness, and it certainly paid off! This is awesome.

I like the combo/heal system. Really incentivises blocking, which is always fun. It does feel like dodging is not as important because of the system though.

The UI is a little confusing. The top bar is obviously the boss's health, so that's clear, but the left and right sides are weird. Because they're the same but mirrored, I thought the boss also had a combo bar - I didn't realize it was my health. I think putting both bars on one side would help cement that they are the player's, and I think changing the design on one would help make it clearer to the player.

I love the sound effect and style on landing the ultimate on the enemy. Wish every hit felt that exciting.


I really really dig it, this is a very solid fighter! I couldn't beat the boss though, he has a ridiculous amount of bars!

Submitted(+1)

Oh, that is interesting! I actually prefered dodging to blocking. You still get combo points if you near dodge (I think), so I would roll straight through his attack and try to get behind him and then immediately hit attack once I finished the roll. That would catch him off guard and I could just wam on him. But this is coming from someone who has played a lot of dark souls so I might be biased to rolling.