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A jam submission

Nim and PetraView game page

Cheesed to Meet You
Submitted by clxrffdman, Tonik (@Tonik909), avianben (@avianben), Weisa (@theweisa), splake975, Annie Zhang, Sivee (@siveebu) — 1 hour, 4 minutes before the deadline
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Nim and Petra's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#1934.0004.000
Overall#2424.0554.055
Style#2734.3184.318
Creativity#8333.8453.845

Ranked from 110 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?
Our game is centered around the use of a hammer that the main character builds to be bigger every time an enemy is defeated. As the hammer grows, the level also expands to fit the scale.

Development Time

96 hours

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Comments

Viewing comments 76 to 57 of 76 · Next page · Last page
Submitted

A really fun little game!

All I could add is that the counterspin (which I really liked) wasn’t quite as responsive as I felt it should be, I felt like I was just missing the timing quite regularly; might need a little tuning for the timing window, perhaps let the user set an input delay the counterspin can work around, like rhythm games do… though I might have just been a little too delayed than typical, as I was playing the web build with a wireless mouse, which probably isn’t optimal!

It's quite fun and I really like the art, though I think it doesn't completely fit the theme.

Submitted(+1)

The gameplay in this one is super fun! There is something so fun about swinging an abnormally large hammer (that just keeps growing!) The hitstop and screen shake make it really juicy too. And obviously the counterspin is such a genius idea, great work! I feel like you could make this even more interesting by adding a frenzy mode where you can swing at full speed with no knockback for a while. You could also make this frenzy a way to discharge the hammer's energy. So the hammer would get bigger and bigger, until a meter fills, and when it's full you would go frenzy mode annihilating everything in your way, but that frenzy would also cost the hammer's size. Idk, just a random idea that occurred to me, could create an interesting back and forth. Anyway, please DO make more with this idea!

Submitted

as people mentioned the hammer is amazing, it feels really satisfying to hit something and also to get bigger and bigger. although i got a bit sick for some reason. great game!

awesome game and a really fun mechanic, but i really wish there was more than just an html version because it was really laggy for me for some reason. maybe im just cursed, idk

Submitted(+1)

The counterspin is one of my favourite ever melee mechanics in any game, which is crazy to say for a game made in only 96 hours! Astounding job, I love it!

Submitted(+2)

The concept is amazing! I enjoyed this game. But as for me shaking effect is too strong. Could it be a little bit easier?

Submitted(+2)

THIS GAME IS SO GOOD!! Everything — from the music, artwork, and sound effects to the character design, animations, and gameplay mechanics — is so pretty and smooth. The swinging is SO FUN, and the counter-swing mechanic feels SO AWESOME to hit!

The only thing I could say that might be a good gameplay addition is a way to swap the buttons/keys for swinging clockwise and counterclockwise. As for visuals, a death animation would be cool to see, as well as more visual emphasis on the projectiles since they blend into the background a little.

I had so much fun playing this game. THANK YOU FOR SHARING THIS!! AWESOME WORK!!!

Submitted (1 edit) (+2)

SMASHING WITH THE HAMMER IS SO JUICY!

Edit: this is the Tinkaton simulator I didn't realise I needed

Submitted(+1)

Very fun concept! The main mechanic was very satisfying. Good job!

Submitted(+1)

Holy crap this got my heart pumping a bit playing, love the design and art and everything!

I'm not great at these sorts of games so this could be just a me thing, but possibly increasing the size for timing of changing hammer directions after hitting something would be nice. Coming from recently playing hi-fi rush, it was hard for me to figure out the timing consistently.

Overall, a very well made game!

Submitted(+1)

Great concept! The growing hammer and expanding levels are super satisfying. The art is on of my favorites on this jam, and the sound effects really enhance the gameplay. It can get hectic when the screen fills up, but that adds to the challenge. Amazing job owo!

Submitted(+2)

Love the art, the gameplay is super satisfying! Big hammer goes BONK!

Submitted(+1)

Great character design. I like that the game feels a bit like vampire survivors, with the unique spin on it. The hit pause feels a bit too long but it didnt detract from the fun. Great game.

Submitted (2 edits) (+1)

Super clever concept and really strong execution!! Loved the sound design and art especially, but the gameplay is really compelling and expandable (great for a scale theme!). I did struggle with health management, but my weapon literally growing as I went along helped make sure I wouldn't be overwhelmed. Spin combos were really fun to pull off too! Excellent work for the jam and I bet this would make an awesome future indie release given enough development time.

Only a few bugs to note:

  • Sounds may stutter/repeat between scene transitions
  • Tutorial dialogue text doesn't pause reading when you paused the game

Also I do think the hitstop effect could be toned down a tad -- the more enemies you had around you, the more choppy and broken-up the combat felt.

Submitted(+2)

Obviously the graphical style is amazing :) Very polished and using the hammer to hit enemies is very satisfying especially with the *bonk* noise :3 

Submitted(+2)

I really enjoyed playing this game and the art was great.

Submitted(+2)

Such a satisfying game well done!

Submitted(+3)

I love this! There's something so satisfying about swinging a giant hammer and clunking enemies like no tomorrow. The good sound design reinforces this, and the art is top notch!! Very great character design and lovely pixel art! Really enjoyed this!

Also, laughed out loud at them yelling FUCK. Are we allowed to swear? Oh well. 10/10

Developer(+2)

thank you!!! also that line was our original test line for when she gets hit, and we deleted it, but i think in the great merging of the branches an hour before the build was due it came back somehow, so now its just canon ig LOL

Submitted(+2)

It's A Feature!™

Submitted(+1)

THAT IS HILARIOUS LMAO (git moment)

Submitted(+1)

Great presentation, and the game feels amazing when you get into the flow of it. My only complaint is that the fireballs become a bit hard to track once everything starts to scale up. If you're going to keep on working on this, I would like to see a dash move of some sorts using the momentum from spinning the hammer!

Viewing comments 76 to 57 of 76 · Next page · Last page