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Jade Masquerade's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #4 | 3.857 | 3.857 |
Visuals | #4 | 4.357 | 4.357 |
Fun | #5 | 3.857 | 3.857 |
Overall | #7 | 3.414 | 3.414 |
Story/lore | #8 | 3.000 | 3.000 |
Sound | #10 | 2.000 | 2.000 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I have tried out the game, and here are my thoughts.
Art Direction/Theme:
The first thing I like already is the art style and theme. Japanese stuff is one of my favourite eras that isn't explored much in games, so it felt pretty refreshing. There is a lot of good art that I hope will maintain its aesthetic design.
Gameplay:
Overall, I think the gameplay needs a lot of work to be engaging, but I can see this being more of a success on the mobile platforms. With enough visual and gameplay feedback added (with sounds added, of course), you should have success on it. A word of advice, try to get playtesters as soon as possible rather than feeling it needs to be fully ready. The moment you have a working playable game, just share it early as you can. It's why I did offer myself to play it sooner, haha.
Hey Kyle, thank you for a thorough feedback
Glad you liked our art direction, we put a lot of work in it
Regarding gameplay- there are for sure many rough edges and couple of bugs we are aware of. We plan to completely owerhaul a gameplay flow, both on micro and macro levels, as well as enemy AI and their variety. Hope you could help us testing, when we implement all planned changes to the game.
Regarding mobile platforms- we are still not sure about it, but maybe we could consider it, who knows.
Thank you again for your feedback, we'll do our best to keep up)
Nice and addictive gameplay, just like in Vampire Survivors, controls feel nice, animations and visuals look good!
Nice to have some info on the mechanics, although many in-game terms are not explained: aside from self-explanatory Burn and Bleed there are Shatter; Prayer and etc. which is hard to figure out how they impact the weapons.
As for game features:
- Healing is hard to come by;
- Upgrades for pick up range feel worthless since all the crystals are gravitated towards the player when the wave ends;
- No option to leave a trinket when all the slots are already occupied and you do not want the offered trinket;
- It is not clear why kama and bow are weapons and spear is the ability when ability can be used with any weapon active and trinkets boost ability damage: does damage amplification applies when only added to spear or to active or both?
In general, the game feels nice, keep up the good work!
Thank you for your feedback)
Healing, yea, we haven't implemented it yet)
Nice feedback about pick up range, I really haven't thought about it like ever, it makes no sense in current scenario indeed)
Regarding trinkets- that's a heavy work in progress, whole system will be rewamped afterwards, as well as interactions and progression
Regarding abilities- active ability (as well as auto attack and trinkets) are tied to a slot, where weapon is currently in, so any weapon, that is in a 3rd slot- will be an ability (AoE damage for Kama, Dash for Bow and Force Push for Spear). Damage amplification and status effects affect Ability slot itself, regardless of what weapon it is (excluding Bow, because Dash has no damage component as of now)
Thank you, will keep up improving and shaping our game)
Ok, after playing for a bit have a weird feeling, after some time my character just stopped attacking and I was just wondering around trying to understand what to do, needs some sort of at least a slight tutorial, or some explaining. Also, maybe something like bottom right Input window in Witcher 3? And maybe something like "Current Ability" since I've died a couple of times because I didn't know what was equipped.
No sound :(
Yup, that's a bug, will try to fix it
Sound is also in works now and won't be available in this demo
Thank you for your feedback)
Very nice technical work!
Build size awesome!
UX controlls from my point of view need improvements.
ASDW + Space + Mouse seems a bit hard combination. Usually character automatically alligned with movement direction. In general you will have couple minutes of player to attract him to continue deep into gameplay. So we have to remove obstacles on his way.
It will be nice to highlite charged weapon. Gamescene is very dynamic and on a big monitor controls are in the non-visible zone. You can think over for the right place of weapon indicators.
Thank you for your valuable feedback
Visuals are good but no idea how to play? nothing happens
Hi and thank you for your interest in our game)
Previous buld was more of a placeholder and didn't have all functionality, but now- there is a new build, fully functional, covering a core gameplay loop and mechanics, so enjoy)