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A jam submission

Sunset SwingView game page

Hit spirits with your baseball and try to scale up your high score in multiple orders of magnitude.
Submitted by Tiny Capybara Games, IgnacioRassol, originalnicodr (@originalnicodr), matiaspalumbo — 1 hour, 12 minutes before the deadline
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Sunset Swing's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#384.3024.302
Overall#794.2454.245
Creativity#2374.1894.189
Style#3684.2454.245

Ranked from 53 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?
Both your score and ball grow and shrink exponentially in size. Breaking the scale of the score will give you bonus multipliers, but a larger ball will make it harder to aim.

Development Time

96 hours

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Comments

Viewing comments 47 to 41 of 47 · Next page · Last page
Submitted

aww i really like the feel and art here

Submitted

The variety of enemies and their effects was intimidating at first, but this is actually quite intuitive. Once I understood how to use the slow-motion, it became really fun! Although that slow-mo is still a bit weird and unpredictable, I was never sure if I had to hold right click, or if it had to be enabled / disabled, and why it would switch between the two all by itself (something to do with the bar on the right I suppose)... But nevertheless, I had a great time playing it! Also excellent work on the art, sounds and FX!

Submitted(+1)

I really liked the gameplay concept. Lining up to remove 2 bad spirits while bouncing into a power spirit, into a negate one, then hoping to find the next negate spirit to go positive again felt really good. I think I got about 3 singularities after 5 minutes, but then my focus kind of fizzled as the difficulty remains the same.

I think all in all this would make for a greate roguelite ish kind of game where you kind of build a deck of good spirits that combo off eachother, while you slowly get more and more bad spirits. Sometimes it was a little random when your ball was high up and a new spirit came into the screen, but that didn't happen so often. A fix for this could be to have it only spawn spirits in columns where your ball isn't (when above a certain hight). 

The art, sounds and juice are all perfect :) I think there really is something here, especially if there was a system for chaining singularities exponentially or something, increasing the stress of the ball not hitting the ground.

Great job :)

Developer

Thanks for the feedback! We do increase the speed at which the spirits fall with time, but maybe we did it a little too easy haha. We also increase the amount of "power" of the "bad spirits" with time.

Checking the column in which the ball is to avoid spawning a spirit there is a great idea, thank you!

Submitted

The game is really cute!

Submitted

Really fun. I really liked the player animaionts. Nice game :)

Submitted

Really well done! the game is well polished and has a good concept!

Submitted(+1)

Wow, this was so cute! I love the pixel art and the mechanics, although figuring out the negation in real-time was hard (e.g. go negative and negate)? Hitting the ball when it was large (and the sfx) was really satisfying. Nice work!

Viewing comments 47 to 41 of 47 · Next page · Last page