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A jam submission

King KnockoutView game page

Knock out the other kings and reclaim your crown!
Submitted by ro, Matt Kase Game Audio, TheDoDev β€” 10 hours, 2 minutes before the deadline
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King Knockout's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#453.3483.348
Visuals#703.2613.261
Overall#1002.7832.783
Fun#1092.5222.522
Juice#1212.2612.261
Theme#1232.3912.391

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

I loooved the music in this game!!  Was fun to play and well done!  The art, concept and back story were great too!  Awesome job! :D

Developer(+1)

I'm really glad you like the music, thanks! And I agree, our team did an amazing job on the art and concept in such a short period of time. 

Developer(+1)

Thanks for playing our game, I'm glad you had fun! Our team did a really great job for this jam.

(+1)

Visuals and audio were amazing, but the gameplay felt odd, the impossibility to aim on top of the enemy's projectiles' size was a bit overwhelming. Still, great entry :)

Developer

Thanks for playing our game and the feedback! We'll try and implement what you said into the game in the future!

Submitted(+1)

Love the game! Wish there was some feedback on when the enemy got hit, and I liked how the crab dude had different attack patterns on different runs!

Developer

Awesome, I'm glad you enjoyed our game and thanks for the feedback!

Submitted(+1)

Pretty simple and fast to complete. Gj anyway ^^

Developer(+1)

Thanks for playing our game!

Submitted(+1)

Very well done. Liked the mechanics of the enemy. The look of the player is great too!

Developer

Thank you for playing the game! Glad you enjoyed it

Submitted(+1)

Great game! I don't know how you choose your position for your clouds (Lerp2), but maybe u should random it a little bit more. Aside from that, really great game !

Developer(+1)

Thanks for playing our game! We didn't use Lerp2 but thanks for the suggestion!

Submitted (1 edit) (+1)

This game  is interesting. Visual is amazing! Great job!

Developer

Thank you!

Submitted(+1)

I thought the art was really cute, especially the player character, ending celebration and the wooden controller icons. Aiming with movement especially when you're already using the mouse to shoot feels not great, and for me at least gamepad controls only horizontal movement worked. Definitely some solid ideas here!

Developer

Thank you for the feedback and playing our game! Our artist did a wonderful job making the sprites for this game. As for controls, I wasn't able to do thorough testing with a gamepad, but the issue will be looked at. 

Submitted(+1)

Cute game!

I like the music and the art is cool.

Design wise it needs a bit of polish, you have to be careful with how the art affects the gameplay! For example the melee attack is so short that there's no point in using it, especially when the boss has contact damage.

Developer

Thank you for playing and reviewing our game! You're right, the art does affect the gameplay and we may edit this in the future.

Submitted(+1)

short but sweet game. i think you should be able to aim ranged attacks with your mouse.

Developer(+1)

Thanks for your feedback and playing our game!

Submitted(+2)

Yay, made it !
Overall there's a huge lack of feedback, I didn't know when I was getting damaged, sometimes my bullet hit but the enemy sprite didn't blink, and the melee attack animation is too discrete to know that you're attacking, and most importantly, at which range. And this is even more important because there are contact damage.
I believe a dodge roll/dash mechanic would have been great ! Since the enemy attacks with projectiles and moves, it could have been really satisfying to dodge through anything coming at you.

It was really fun playing overall, and I believe there are not this many things to do to make it a really nice polished game :) Also, I love the final cutscene, it was really cute :D

Developer

Thank you for playing our game and giving feedback! On regards to the bullet hit and not getting a response, that's actually intentional but poorly communicated. The boss has i-frames to reduce the possibility of players spamming attacks and easily killing the boss, and it seems I set it for too long in this case. So yes, when it looks like the boss got hit and there's no feedback, that really means that the boss didn't get hurt.

There is actually a dodge roll mechanic in this game, and players can still access it by playing the space bar. However it's not noted in the directions as there's no animation for it and hadn't been playtested as much as the other mechanics.

Submitted

Pretty well implemented! There's a way though to trick the enemy to constantly shoot their projectiles in a direction the player is not in by staying still. That way it was pretty easy to beat the game.

Developer

Thank you for playing our game and I appreciate the feedback! Which projectiles were the ones that were easy to trick? Also was it any spot on the map that allowed the player not to get hit by staying still, or was it a specific corner?

Submitted

It happened in the first phase. I moved around pretty crazily then suddenly stopped at around the middle of the map. Then the enemy kept shooting projectiles in another direction.

Developer

So when the enemy was shooting clouds, that was when it was shooting in the other direction? 

Submitted

Exactly

Developer(+1)

Got it, I've noticed a lot of people pointing out that either that phase was unclear or that it was missing the player. Definetly something to look at and work on. Thanks for your feedback!

Submitted(+1)

This plays like a proper boss battle! Feels very tense and impactful... and would be a 10/10 if the shots, slashes and hits were animated in a way that sells it. I love how the boss has multiple phases, maybe in a future update, add a boss HP bar and have him get stronger/different in later stages of the fight?

Developer

Awesome, I'm glad that you enjoyed our game! If we end up expanding the game, we'll definitely take what you said into account!

Submitted

It needs some indication that you were hit, I died a couple times and every time I was confused when did I lose all my hearts. Also the crab AI i stupid, I literally stayed in place for 20 seconds shooting him up with range attack while he was throwing some plastic bags or something on the same place missing me everytime. Imo you should also be able to aim your attacks with mouse instead of the direction where you are heading, audio and visuals are pretty cool tho

Developer

Thanks for your feedback! When you say there was no indication that you were hit, was there no sfx that played? As for aiming, that is something we can work on in the future. Thanks for taking the time to play our game!

Submitted(+1)

I like the art and the music but I have to say I fully agree with this feedback, the game felt very unclear

Developer(+1)

I appreciate your feedback! But what do you mean by unclear? The attacks, the boss, the sfx? I would like to get the details in order to get better at game dev.

Submitted(+1)

1. Ranged attacks should be aimed by mouse rather than by the direction your facing as it just felt really stiff.

2. Melee attacks should maybe be faster and clearer. There needs to be more of a visual indication of a melee attack as here it just pulls out a dagger so its really hard to tell what's going on. A slash effect like here would help massively: 

3. The camera shake (when played in full-screen) shows a blue background in the edges which doesn't look good, so just extend the black edges slightly further out so this doesn't happen.

4. Enemy AI could use some work when aiming the cloud things as sometimes it shoots at the wrong place for ages.


ALSO THE GAME NEEDS MUCH MORE JUICE. The character hardly feels like I had an impact onto the world or the creature,


Other than my rants, great work you should be proud!

Developer(+1)

Thank you for your time and that detailed response! I agree that the melee attack could be better indicated, and I wanted to figure out a way to do that during the jam. As for the camera shake, you're right. In this instance I should have set the camera background to black.

The enemy AI mis-aiming though is actually supposed to happen. I added a randomness factor to the angle it shoots at, and isn't supposed to really aim at the player directly, as the steam is supposed to act as a temperorary area of danger. Though however, I did notice that it will shoot backwards which I was working on fixing but time.

As for juice, you're right! It needs more of it I'd say, and I'm still learning what to add for that.

Submitted(+1)

Lovely stuff.

Great entry though!