Great job! This was a lot of fun. I loved the attack animation and sound, very nostalgic and also very satisfying to attack the different enemies. I love the concept of your goals and challenges being decided up front. I did feel like the spawning of the enemies perhaps just happened around you (or maybe frequently all over) which meant I didn't have to explore much. But it was lots of fun, great job!
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Arcana's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #899 | 3.718 | 3.718 |
Overall | #921 | 3.474 | 3.474 |
Enjoyment | #991 | 3.296 | 3.296 |
Creativity | #1297 | 3.408 | 3.408 |
Ranked from 71 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 player has to face a randomized set of challenges represented by a tarot reading at the beginning of each level.
Did your team create the vast majority of the art during the 48 hours?
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?
We used pre-existing audio
Comments
Very interesting idea! The art is great.
As someone already mentioned, the game gets repetitive pretty quickly, but I'm sure it can be fixed in a post jam version with some extra rolls for something like weapon type, or with some progression elements.
Excellent presentation. The artwork for this game is gorgeous and cohesive. The gameplay was easily understandable but got repetitive very quickly. It was nice that it counted successive completion of missions, but I didn't feel any sense of progression or need to keep playing more than a few times. The spawn locations of all 4 types of items/enemies also remained the same so it was easy to know where to go no matter what your challenge. I can see the potential for this as some kind of rogue-like though, where you gain new abilities but vastly different challenges as you progress.
Loved the concept and the creativity that went into making this game !! Loved the simple art too, Great Work !! :D
Love the concept, I think it will do well on the roguelike. Congrats!!
Really cool game with a cool concept! I really like the retro style, very good execution! Well done!
Cool idea! You created a quite readable iconography, so why not use that in the level itself? ;) Running around and attacking all this stuff was fun, though avoiding swords ws probably the hardest thing, due to the fact that they stay in the ground for a while and have the largest hitbox :)
Nice, I like how it's missions change how you approach the level. Good job!
The game is really good) Every part of it ( Art/Sound design/Concept) are really good and it is so well-polished!
NIce job!
Awesome visuals, and the fortunes as well as the fact you have to avoid enemies at the same time as having another target keeps you on your toes. Good fun!
Good use of theme. Art and animation is fantastic. I wish the fortune showed faster so I could respawn faster. Everything else was great. Good job.
The idea for this game is really good!! I like the graphics as well! Great job!
I loved the concept and the art style! Really interesting take on the theme with the fortune reading, I can see how that could be expanded a lot with more cards. I also appreciate that you have some "coyote time" grace period to be able to jump after you leave the ground, although the jump itself felt a little floaty. And I think fighting objects was a little confusing instead of fighting enemies and I sometimes lost track of what I had to do or what I was immune to, so maybe adding a constant reminder of that to the HUD next to your life could help make it clearer, though I know a lot of these things come down to lack of time for implementing, especially for such a short jam.
Anyway, very nice entry, good job!
Thank you for your feedback! We felt that the on-screen text reminder of the instructions was too visually disruptive when placed on the top half, so we decided to put it in the bottom right. That being said, we definitely think that further brainstorming on how to more effectively visually and/or textually communicate which enemies to attack and which to avoid is needed. Your support and constructive criticism is much appreciated :)
This is certainly an interesting concept, and I found that it did a good job at integrating randomness without creating edge cases that are unreasonable or unfair for the player. Presentation is also great. I would have appreciated if the tarot reading was slightly quicker or could be skipped; I found myself antsy to get back into the game after my first round, and waiting was slightly painful.
As I saw on the game page that it is your first time at making game, I have to admit that it is a pretty nice game!
What I liked?
- The fortune mechanic where it changes each time the danger and challenges is a great idea!
- The art style is quite good, it reminds a little bit of 2D Castlevania
- The movement felt really responsive
Other comments:
- I found the jumps a bit stiff, the character fell a little too fast for my taste
Overall nice job!
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