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Immolate's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1954 | 3.034 | 3.034 |
Fun | #2535 | 2.621 | 2.621 |
Overall | #2851 | 2.655 | 2.655 |
Originality | #3911 | 2.310 | 2.310 |
Ranked from 29 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?
I linked the health into the mechanics for attacking and jumping, trying to join your own actions to maintain your health to the detriment of it mechanically
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Feels nice to kick boxes!
Haha! Thanks for the comment, hopefully I can make it even more fun
Great game! It gets tough really fast and its satisfying to avoid those obstacles with your abilities. All of that in just 8H and you even managed to fit theme mechanic into the game, nicely done!
Thank you so much! I'm glad to hear that you see a connection to the theme of the jam there, as I began to worry myself as I pressed through getting the game out that it may not have fit well enough. Appreciate the feedback!
Haha as Mark Brows said during the live streaming that we can consider bullets hitting faces of the opponents as some kind of linking together mechanic :D So i wouldn't worry too much about in. I believe that we should interpret the theme as much as we can without borders :-)
This is fun and I liked how easy it was to play straight off. Well done!
Appreciate the comment! Glad to hear it was an easy system to pick up on, I tried to make something that would be quick to get the hang of with what little bit of extra depth I could manage to squeeze in short time. There are a few quirks to the movement system you can take advantage of, although I would definitely look to improving it further down the line mechanically, thank you for the feedback!
Interesting take on the theme, I really enjoyed the visuals of the game and the simple pick up and go nature of its design!
I think some kind of tutorial to lead in and explain the mechanic would be great to help lead in.
Good job on the jam!
Thanks for the post! Tutorialization is definitely on the to-do for future work on the project after the jam, glad to know you enjoy the mechanics as they are here! I hope to make the more "whole" version of the game once the jam has finished.
Not bad for the short amount of time you spent on it :) Was pretty hard to see what was going on - I think the contrast between the robots and background needs to be greater. I like the idea of only having one button. Maybe you could use hold/doubleclick to add more functions so you can keep it to one button? Cheers
Thanks for the feedback! I ended up adding a red "energy field" to the robots as an obstacle to help them stick out more, but its good to get the feedback there to ensure I'm working to make important aspects pop from the background. Helps me know I was on the right track in believing the chosen art may have been too similar to the background haha. For the controls I would be curious what you would like to see in the design more specifically either for more function or if you felt you wanted certain functions mapped differently? I believe I will end up on a two button design with context based controls in future. Possibly leaving holding of the button to instead control for the jump height
A pretty nice game, with some decent graphics, sound and concept :)
I can't quite understand what I do to attack and what I do to double-jump, because it kind of feels as though it's random. It controls very nicely and is quite responsive. I think it would be nice if there were different animations for when you jump, double-jump, attack and take damage, but with the background and the nice sprites that isn't exactly necessary :)
All in all it's quite fun and you could play it for a couple of minutes. It could do with seperate input for attack and jump, but it's perfectly playable and quite enjoyable in its current state :)
Thank you for the feedback! I definitely want to expand the mechanics once I have more than 8-9 hours to work on it following the jam lol, so more should hopefully come! I do need to update the description from my tired self this morning, to specify for the jump context, you will always double jump when you tap while falling, and always attack when you tap while rising, I attempted to get the most out of a single button as I could. Future designs I will likely be designing context around two buttons, any feedback on designs for likes or dislikes is always appreciated, and thanks again for your time and comments on the game!
The idea with the life being connected with your abilities was very intresting and the background is beutiful. Nice work!
Thank you for the comment! I tried to get the most I could out of "joining" your health to your own ability to try and keep that health. I tried to search for the assets that felt like they fit the best in the time I had so love to hear that everything seems to work well together, appreciate the feedback and time on the game