simple and fun! I liked the mechanic, especially lining up multiple hits with one dash. It was satisfying to clear the screen!
I could see some more juice added to the multi-hit dashes, and maybe some hitstop to emphasize the hits.
Criteria | Rank | Score* | Raw Score |
Theme | #30 | 3.250 | 3.250 |
Gameplay | #37 | 3.404 | 3.404 |
Overall | #41 | 3.315 | 3.315 |
Design | #42 | 3.365 | 3.365 |
Artistic | #43 | 3.538 | 3.538 |
Technical | #63 | 3.019 | 3.019 |
Ranked from 52 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
simple and fun! I liked the mechanic, especially lining up multiple hits with one dash. It was satisfying to clear the screen!
I could see some more juice added to the multi-hit dashes, and maybe some hitstop to emphasize the hits.
Well-made, fun, and a great connection to the theme. It was satisfying cutting through many things at once, but if you're going for as few dashes as possible it seems like the best thing to do is to only walk around. I would have liked to see a score system with a multiplier that increases for each enemy hit in a single dash to really reward the player's patience. Overall a great job though!
I thought this was pretty and...oddly relaxing! The text at the top of the screen during some sections was a little distracting, and I'm not sure if that was intentional but it looks like I was able to kill the boss in a single dash through the wall of flames?
very cool composition. the dash sound is just right and it feels satisfying to kill multiple enemies with a single dash.
was a nice playthrough :)
It was interesting the concept of "you can attack more enemies with less movements" tying it to the jam but felt kind of loose.
I liked the music used, and the art was solid even if simple. The arrow test really was challenging for me, so I managed to cheese it. It would've benefited from having more hazards, besides the arrows and the fire throws, to the player to make the game play more varied.
I'm not sure if the final boss was meant to be defeated right away or not though (I did a b line slash to the boss instead of waiting for the fire throws to end like the arrows just to test. and it ended the game).
I liked a lot the slash mechanic and with more in-depth level design, some extra movements and more varied enemies (that is a full release not a jam game) it could be a similar game in the vein of HLD.
Thank you for playing and for your comments,
I have been informed that Blining at the final boss can "sometimes" end it right away, the area2d is behind obstacles that would prevent dashing but somewhere in the code is a gap that allows it. Tbh not allowing the boss to even attack and single slice your way to victory also works thematicly so I'm not sure it should even be fixed :D
I didn't think of Hyper Light Drifter (HLD right?) but if I had it might have added a clearer visual esthetic to the game. This is why beta tests are important because we can get great ideas :)
Anytime you can incorporate a haiku in a game...is a bonus! Liked the level challenges. Overall, a really great game!
This was a really nice game! The dash felt really good to use! If you want some (hopefully) constructive feedback, here it goes: The text was sometimes hard to read (white text on a light blue background), and it would be nice to have the dash indicated on the character and not only in the corner of the screen, it was harder to see while playing. Also a tiny design issue I had in the last level: the x on the floor so far indicated that a slash-able object will appear, but now there was a fire that killed me. These are all just small things. The game was really nice and pretty. I enjoyed playing it. The arrow area took me a while, but it was worth it!
Thanks for the game!
A nice little game with a strong theme. The dash was super satisfying to use. I liked the serene feeling and the atmosphere. This game was pretty special :) Nicely done.
Really nice job!
The different levels felt very different which was nice. It was super satisfying to line up a bunch to hit in one dash. The music and sfx felt right, and the poetry was nice.
Do you get any returning students to help out each year, or has each year been only 1 grade level?
Also I would love to know how you have them work on this at once. Are you using a source control, or is it just one computer that all the work gets moved to?
The introduction (area with arrows) is too long. (For me because I tried to do it nearly 10 time). I killed boss with one dash? I liked the game.
One of the better submission I have played and for middle school students very impressive. Bright future ahead
I actually really enjoyed this! Was interesting and engaging all the way through and had a fun and challenging final boss! Hope everyone in the team had a blast making this :)
Very cool and simple game!
I liked the little haiku-esque quips after each level, and the subtle incorporation of the words “Less” and “More” to instructional texts!
One small note: the fullscreen setting should really be a toggle button, not a slider 😆
It is amazing that a middleschool team made this! Well done students! And for the teacher: You are super cool for making a game with your students😎!
Ooh, okay, that's a really cool game. Very simple, but also very fun!
And I really gotta applaud you for making games with your students, I wish I had a teacher like this when I was in middle school! :P
For some small criticism - font color. Both in game and especially on the page - it's really hard to read for me (though, to be fair, might be because I'm slightly colorblind).
Great submission to the jam!
You used simple but engaging mechanics to tell a story and introduce new gameplay elements! The art was great, the character controller felt pretty good, and the final boss was pretty challenging!
Overall, great entry to the jam and a good interpretation of the prompt!
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