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Jekyll's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1892 | 3.200 | 3.200 |
Presentation | #2272 | 2.886 | 2.886 |
Overall | #2474 | 2.819 | 2.819 |
Fun | #3115 | 2.371 | 2.371 |
Ranked from 35 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?
The cursed player character is multiple creatures joined together in one body. As the player shifts between forms against their will, they must adapt their gameplay strategy accordingly.
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
Personally, I think this game fits mutch more to the last years theme "Out of control". Also I'll be honest, this game didn't cought me that mutch. Outside of changing characters speed I didn't really noticed any changes and since the games core is fighting (at least that's the impresion I got) and not the movemen speed the changes are more of just being annoyng rather than a meaningful features. What I think would hepl is to make the character roles more destinct "this one is for fighting" "this one is for running away" "that one is for healing" something like that.
I liked the concept, switching characters without the player's input is interesting and fits the theme of the game well, like how Dr. Jekyll can't control it. I'd have loved to have more feedback when hitting enemies and some more interesting room shapes. But overall good job!
If you have time, please check out my game and rate it!
I think it makes for a potentially interesting concept, but it's hard to tell with such a small playground. More enemy variety and perhaps bigger/more levels could've helped explore the concept a bit more! I found myself waiting to be arrow-guy to start blasting through the room again :p
Hi ryancross!
This is a really cool concept! I love how confident I was with spamming arrows, only to flop over to the lumbering beast that could barely move. In order to win, I had to pay more attention to timing and wait a bit so I could get my arrow slinging boi for the big monsters.
I think sound effects would really make this game pop. Maybe a countdown timer for when the player is about to switch so you can retreat (or advance), or a tormented scream when your poor little archer mutates into the green abomination. I think both of these would really add to player feedback and therefore gameplay.
Great start! I am happy to play it. Good luck!
Best,
Brandon from TheIndieDream
Clever idea! Disabling the switch control adds so much to how the game plays.
Cool! I wanna make a game where you're forced to switch characters too now, sounds like an interesting idea.
I liked the mechanic of time switch characters.
I would recommend a mini map, still had a lot of fun.
The idea was really great, I wish it was longer!
Quite an original idea!
Great idea and potential for a great game!
Nice! Actually reminds me of the theme from last year's GMTK jam with the switching between the two forms against your will, almost "Out of Control". Fits this years theme too. Was shorter than expected but still very good none the less. Great job!
great idea, fun to play
looks and feels great! great concept and well-executed. Well done!!
Interesting idea to have multiple creatures that have different stats and weapons "joined together" in one body. The only problem i had was not enough clarity of whether or not i hit the enemy.
Make sure to fullscreen when using WebGL! The intro menu button text disappears otherwise. Sorry about that.