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Terrys Terrible Week's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #58 | 2.894 | 3.300 |
Fun | #60 | 2.105 | 2.400 |
Originality | #64 | 2.631 | 3.000 |
Controls | #64 | 2.017 | 2.300 |
Accessibility | #70 | 1.666 | 1.900 |
Overall | #71 | 1.955 | 2.229 |
Graphics | #76 | 1.491 | 1.700 |
Audio | #78 | 0.877 | 1.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very original take on the theme, we like how subtle it feels with the learning of the compainion. It felt really good to see the companion charge towards the monster at the end.
This is quite a hard game, I like the way you spun the theme and wildcard into this though. The part that made it hard was likely the lack of feedback that I had been hit other than the healthbar decreasing. Also it seemed like it jumped from day 2 straight to the boss and the player was not there (maybe this was on purpose?)
Thanks for playing it!
Yeah it isn't obvious that you've been hit and I also noticed myself that standing in front of the enemies heads prevents you seeing the attack animation as well, which really doesn't help!
It should go from day 3 straight in to the boss battle and the player won't be there as it's just the companion fighting, the idea was that you would try to train him to a point where he can kill the boss on his own but there's currently not a lot of feedback to the player as to what is happening in the game.
I like the idea of "training" :-)
Took me 3 attempts to not die because the player's health is so low and you have to get pretty close to the enemy so the companion attacks it.
I can confirm the game is beatable :-)
Nice game, cool concept
Thanks for your comments and for beating it!
The player dying wasn't something I had put much thought in to, to be honest, as I only added the ability for the enemies to attack in the last 2 hours of the jam, so I was immortal throughout the rest of development :D