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Dark Randomness & Capitalism's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #3944 | 2.291 | 3.500 |
Creativity | #4798 | 1.964 | 3.000 |
Overall | #4847 | 1.891 | 2.889 |
Enjoyment | #5511 | 1.418 | 2.167 |
Ranked from 6 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 game uses a random system on choosing a weapon for the player. On landing of every jump the weapon is changed. Every weapon beats only one type of enemy.
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
Yes
We created the vast majority of the music during the game jam
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Comments
Hello! After several attempts at the first level (I could not reach the end, see below), here are some thoughts.
Comments:
I had trouble identifying which weapon beat the first enemy, and once I had defeated him, since I had to jump to open fire safely, the die had changed numbers! (Although I had the presence of mind to retain what my previous die number was; phew. XD) This makes learning the enemy-number associations tricky.
I am not sure how you decided which weapon was effective against whom; for example, the gold(?) sack defeats the red cyclops, the dog defeats the zombie, and the music notes defeat the witch(?): is there any underlying logic? (Maybe, I could see gold associated to RPGs and their monsters, dogs eating zombie’s members, and the witch had her mouth wide open as if singing.) If not, it is harder to remember.
Another time, I was pushing (involuntarily) the dust from the first enemy, almost surfing on it! XD Not sure whether this is expected or not.
Or even the standard weapons could have been taken in the Monopoly imagery.
Or earlier, for the first ‘witch’, it is hard to prepare your weapon properly, because you have to fall and quickly touch the ground, which changes your weapon.
My conclusion is that I am impressed with the visuals, which are very detailed and even gorgeous at least for the landscape, but I must say I am sceptical about the random-weapon mechanic. I also think some revision of how the level is structured could help make the game more enjoyable.
You must have spent an insane amount of time making these graphics, I want to stress that despite my criticisms for some aspects of the game, I do notice they are impressive! :)
I had fun with this game. It's kind of hard but very enjoyable. The artstyle is really nice. Remind me of Ghouls 'n Ghosts.
Either the enemies are not killable or they have way too much health
Only one weapon has the capability to kill one certain enemy, that's why the weapons change every jump. The point is to evade all the attacks by jumping and waiting for a moment to shoot with the right projectile to kill in one hit
Is it not sometimes three hits? I had already read your comment before finishing my test, some enemies definitely took three distinct shots to get taken out.