Play game
Mr. Yoinker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1503 | 3.071 | 3.071 |
Originality | #2039 | 3.143 | 3.143 |
Overall | #2141 | 2.964 | 2.964 |
Presentation | #2746 | 2.679 | 2.679 |
Ranked from 28 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?
You have to combine the abilities of your enemies and you to solve puzzles by killing them.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
Leave a comment
Log in with itch.io to leave a comment.
Comments
It was unforgiving at times, but definitely some "oh coool" moments when combo-ing. Didn't expect a puzzle vibe, so I could see it being very flexible if it was developed further. Levels that are more about fighting, vs platforming precision vs puzzles. The punch is epic.
Really interesting Idea. I also liked the zoom in animation whe u die. I was so bad that I couldn't keep going cause of those damn elephants, but it was a good game. For a game made in 2 days it showed a lot of potential!
The zoom in effect when you die is really clever
Thank you
Great idea and even better execution!
Thanks!
Loove the game. Awesome idea and enjoyable little puzzles. My favorite part is the kill cam.
Thank you! We tried our best with the concept, but sadly we botched up the actual meat of the game
it's a really fun little thing, trying to use the abilities one after another made for an interesting puzzle game, although the lack of explanation for what each ability could do made for a few moments of trial and error, some of them were obvious, an enemy that jumps would help me jump, and an enemy that flies would make me air dash at least, but when "bullet-time" was presented I really felt confused.
Also as fun as the level design was (which yeah I was quite surprised by that) the visuals weren't simplistic as much as they were amateur, some enemies I had no idea what could do after I had already punched into the next dimension, with the core of the game being based around using enemy skills readability is very important.
Thanks for playing! This game definitely lacked in the visual aspect, we tried to go for an old-timey and cartoony vibe, but that didn't work at all. As for the spike that gives the "bullet-time" ability, we just thought that slo-mo is cool and said screw it, just make the spikes an enemy or something.
since it was for a 48 hour jam I tottaly get the "let's just do it" mentality, my team had to almost scrap the wholeproject to be able to have something passable, consider my criticism more as pointers to what you could work on in the game just in case you decide to push for an update after the jam, it has potential after all.
I really like the concept but it lacks polish. Don't get me wrong, for a jam game, it's good but there were several levels where I was stuck for a while, not because I couldn't figure it out, but because the movements need to be too precise (I missed multiple exits in the air just because I dashed an instant too late). This would definitely need playtesting to get right but maybe making the jump a tad floatier so it doesn't need so much precision would be good.
Thanks for playing! I agree, this game is definitely unfinished in terms of polish. Making the game was a good experience, and I hope playing it was a good experience for you as well.