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NanoRevolt's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Build it with Phaser | #8 | n/a | n/a |
Theme | #51 | 3.309 | 3.309 |
Audio | #57 | 3.182 | 3.182 |
Gameplay | #57 | 3.309 | 3.309 |
Graphics | #59 | 3.527 | 3.527 |
Overall | #65 | 3.171 | 3.171 |
Innovation | #140 | 2.527 | 2.527 |
Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- This is pretty epic! Nice platforming action. I managed to make it to stage 5, although honestly only by jumping over (instead of killing) most baddies on the previous stage. Waiting for your shot to power-up took a bit too long I think (especially as it was essential) but the level design was nice, it ran fast, the graphics were superb and with a little more work with would be truly awesome :)
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Comments
Very slick retro vibes with the music and art style. The platforming felt enjoyable. I did find that the best strategy for me was to just dodge as many enemies as possible. Maybe if enemies had a chance of dropping batteries that give you energy that could of incentivised combat a bit more? Cool entry though, congrats.
Thanks, i wanted to use power score points to buy optimizations in stages 3 and 6 (double jump, more damage, stun attacks, etc). I didn’t have time, there was a looot of bug to fix before that (I’m glad that a fixed all major bugs). So, the power points are just a score indeed :’)
nice game dude it is looks like Megaman i love it so much
Thanks !
A nice, polished game. I particularly liked the artwork and animations. My brain desperately wanted spacebar to be jump - which caught me out a couple of times. Great submission!
Thanks ! So sorry for that, I am not a keyboard player for platformer game and it seems that spacebar for jump is a golden rule that I skipped !
haha, it's all good. it was fun enough that I adapted
Very nice, lots of content. good job
Thanks
This game reminds me of Megaman!
It's very cool to have two very different powers, it helps a lot for the replayability.
I think that linking our AMO to our life is an interesting concept, but it would be even cooler if killing enemy would be more useful than juste earning some points. If you plan to continue this game after the jam, I would suggest a shop to buy some bonus/power ups with these points, so that taking the risk to fight enemies can be worth.
As for now, it seems way better for the player to just keep running and avoiding enemies, which is a bit sad ^^'
But it's a very solid entry, well done!
You know, Stages 3 and 6 with the scientist were meant to buy bonuses: double jump, battery repurchase, more damage, stun on fully charged hit. But I ran out of time :') Thank you for this complete review that corroborates my target vision of this game! Thank you!
Good
Really fun game! There's some progression to the difficulty which I quite like, the animations are solid and the music fits really well. It all comes together effectively feeling complete and retro. I did find some difficulty when it came to jumping through but overall, it's very replayable . Good Work!
Thank you so much !
Nice job! I love the very nostalgic megaman look and sound too it. The character's movement felt a bit floaty but I honestly kind of liked that. I wasn't sure what was really the benefit of choosing one power, but both powers did feel solid. The charge time on the weapons felt a little too long especially since the slowly depleting battery makes you want to move quickly. But otherwise the whole idea of balancing health/damage/time felt very fun.
Thank you very much! It’s true that there’s a bit of a lack of transparency between the advantages and disadvantages of the power classes (in fact, the brawler power hits harder), but it has a fairly tight hitbox. As for the movements, they are very improvable and I take all the valuable advice that everyone gives me!
Woah, flashbacks to Megaman on the NES. The controls are a bit unresponsive and I could easily get to stage 5 by just jumping over the enemies and ignoring them. Solid effort! There was a lot of flashing on the screen btw.
Look into jump buffering and coyote time to improve the player responsiveness and forgiveness :D
Thank you for theses advices, very precious ! In fact, when you are hit by an enemy, the player velocity is set to 0, this is why you get a very punishing experience. Originally, I wanted to avoid the ‘push’ effect on hit, but I discovered the this.setPushable(false) 2 hours before the upload, so it was a bit short on time to make critical modifications on gameplay !
Solid entry!
I like the overall game play and mechanics of this. Jumping is very very high lol And there is something really weird with the background/tiles flashing, or at least there was for me.
Thanks ! I also go theses flashes but by googling, the solution is to do some extruding in tiles (by a plugin or in Tiled), I'll improve that in future projects !
Nicely polished entry!
Thanks !
56 seconds before the deadline!!! hehe...
Nice Game, fun to play. the urge for power-saving is a good game mechanic
As you see I almost didn’t make it on time (I had a build problem 10 minutes before haha…) Thank you!
Nice work! I love the game settings! The player should think about how to control the character's power and attack timing to save energy. But I think maybe can enhance the capabilities of the close combat mode, otherwise it seems link doesn't have much advantage at the moment, lol.
Thanks ! In fact, close combat attacks deals more, but there is no numbers displayed to prove it haha
Great game you have here. Having the main player character be limited in how many times they can attack, or use a special move, is a good concept. However, I do have a few small issues.
The first is that the attack key is left-click, instead of something on the keyboard like X or C. Also, I feel like losing a level once you run out of battery is kinda lame. Personally, I think it would have been better if the player could continue the level, but the enemies are more fierce, due to the fact that you can't attack them.
Other than that, this is a great game, I like that takes inspiration from older Mega Man games, and its nice that there are multiple weapons you can choose from, although personally, I would have added at least one more weapon.
Thank you for appreciating the concept.
What’s funny is that I originally wanted to put the attack on C and the jump on space, which I switched at the last moment. I should have set them as alternative keys, my bad.
I wanted to integrate clicking into the gameplay because the UI is clickable, so I didn’t want to change the player’s posture between the game and the menus. The game over can indeed be frustrating; I could have developed the concept a bit more. Your opinion is relevant, thank you.
I also wanted to add a katana weapon, with great mobility and life-stealing, but I ran out of time… thank you very much!
the controls feel really unresponsive, other than that good!
Thank you very much for your feedback, indeed your game is very smooth in terms of controls, mine is more rigid. I need to improve that too
This game brought back some good memeories from when I played MegaMan on the NES. I think the mechanic is creative, though difficult because you need to think when to fight/shoot and when to run. I like to defeat all enemies, making it even more difficult. Good job on the entry!
Thanks, glad you liked it !
Loved the art but the controls were a little challenging to use.
If it doesn’t bother you and if you have a little time of course ;), I would like to hear what bothered you with controls, the jump management as Sojioto pointed out? Or the positioning of the controls?
Thank you for your review
Its cool, cant go wrong with megaman inspiration, my biggest gripe is that the platforming controls feel non responsive and would improve alot with a "cayote timer" and jump buffering!
Over all though its a cool game, great job!!!!
Thanks !
Yeah, I know I have room for improvement in gameplay, platformer games are much harder to dev than I imagined.
-> I wasn’t familiar with the concept of the coyote timer, but I see exactly what you mean, thank you very much. I'll try to learn how to implement that well with Phaser.
I had a great time playing this game! The gameplay is solid and I enjoyed the mechanic of the health and ammo being the same resource! It really creates some really interesting situations, where you have to decide whether its better for you to try killing an enemy or to try evading it. I managed to get to the boss and couldn't manage to defeat it unfortunately, but I had a fun time nonetheless! Good job!
Thank you !
Game was fun - but Stage 5 is HELL!!... Way too hard. Also, it seems to me the mechanic about using the battery (which is also your life) is a bit hard to justify on levels like that where the number of enemies is just too high. I died a lot both because of enemies and because of bullet overuse :(
Nevertheless, great entry and awesome to see you using Phaser!!! That's huge!
Haha thanks ! Level 5 is difficult if you take the wrong path indeed :p.
I agree with you, you can beat the game by going straight ahead, but the score will be low. The goal is to measure how much power score you can achieve without dying. I didn’t have time to add life-stealing dynamics and others… Moreover I intended to make this game a die & retry with skill trees that remain after each run.
Thanks you so much I learned a lot with this game