There are a lot of little system in this game, which I respect a lot, you probably had to do tons of work to get this working. I think maybe the first rythm minigame could be made easier because at first I didn't have even time to react lol. In the battle stage I couldn't tell at first why I didn't have a healthbar but the enemy did, found out the hard way on gameover lol. Anyways great job on the game!
Play game
lofi beats to slay monsters to's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #26 | 3.917 | 3.917 |
Audio | #68 | 3.083 | 3.083 |
Overall | #71 | 3.095 | 3.095 |
Accessibility | #75 | 2.750 | 2.750 |
Fun | #86 | 2.833 | 2.833 |
Controls | #86 | 2.833 | 2.833 |
Graphics | #87 | 3.083 | 3.083 |
Theme | #95 | 3.167 | 3.167 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4
Wildcards Used
1
Game Description
slay monsters to some nice beats so you can get that bed and ale, ya know?
How does your game tie into the theme?
there's a forge where you can upgrade your items and stuff! (kinda)
Source(s)
MIT License
Discord Username(s)
zuluzachqc
Participation Level (GWJ Only)
this is the first one!
Comments
The game definitely had some technical issues for me on Mac (but I'm used to that as a Mac user), but it was playable, and I managed to beat it. It's just very small, and if you resize the window things get funky, but I've got eagle eyes, so no worries for me.
Anyway, I like the creative idea here. In many ways it reminds me of LISA, which is an amazing game, so you should be proud ;) I think that comparison comes mostly from the music, which has a similar desolate vibe, and the fact that you can attack different parts of enemies, which result in rage gauge filling up.
The rhythm aspect also adds a bit of action to an otherwise kinda still game.
Also, the chicken is beautiful! The other lil bois are pretty as well, but the chicken is the best.
Is this the game you're referring to? https://store.steampowered.com/app/335670/LISA_The_Painful/
If so, I will absolutely take that compliment :D
Thank you for playing and for sharing your feedback as well, Dennis. I've never felt more pride as an artist than from you calling our chicken beautiful.
I had some issues, but I was eventually able to play it by switching to my windows computer and switching to opengl3. Other that that, the game was amazing! I love the idea of having a rhythm game inside of the game! I wish you had to beat all 3 enemies to beat the game, but it was still really good!
That was cool!
I felt like there were a lot of interesting mechanical ideas that weren't quite finished, but I still had a good time.
I loved the idea of the rhythm game to upgrade, but I either got a full combo or missed every note lol.
Hey Regal, I'm glad you had a good time despite some of our undercooked mechanics lol! Game jams are certainly tough, especially when trying to coordinate with multiple people.
Regarding the rhythm game, I hope you were still able to have fun with it despite it being a bit hit or miss (pun intended). We tried to increase the area that each note was registered in as a hit to make things feel right but maybe it still needs some tweaking. We can take a look soon.
It has been encouraging to receive lots of good feedback on the idea of the rhythm game and general direction of the game, so thank you for your kind words!
Cool concept, really like the limb targeting system to add some depth!
Side note, not sure if it was an issue to specific to the windows version but I didn't see any health bars for the player character?
Hi there, I'm glad you liked the limb targeting system. We really wanted to try and get a sort of VATS system from Fallout working in a turn based setting.
There isn't any health bar for the player currently, just a percentage to show specific limb health. Do you feel as though a general health bar would be something we should include if we decide to continue developing this game? Let us know what you think!
Thanks!
FYI the Mac build doesn't seem to work? I'd like to try this but can't open the file!
That issue comes because the game is signed incorrectly. On macs, they have anti-malware software called gatekeeper, which requires apps to be code-signed. To fix this in Godot, go into the export config, and scroll down to codesign, where you can set it to Built-in (ad-hoc only). If you do that, gatekeeper will only block the app, where there is a simple workaround for it (Go to System Settings - Security and Privacy - General and click open anyway).
Actually, I compared the signatures from my game (which runs fine) and your game, and they look like they were generated the same. The problem might also be that you might not be compiling with Xcode. In the Xcode section of the export config, is there anything there? If not, you might need to download Xcode if you're on a mac.
The idea of hitting each part of the enemy is really fun. I had some trouble with the minigame, perhaps because my keyboard is 60% and doesn't have arrow keys, only WASD.
I also found it a bit difficult to understand the game's progression.
I loved the soundtrack!
Wow, yeah we didn't really consider alternate controls for the rhythm game.. not that it's not important! Just that we literally forgot amongst all the other stuff going on. Great note for next time.
Progression is something we didn't prioritize effectively enough during development. Like we talked about it, yeah, but we may have gotten a bit lost in systems and such that we kinda forgot to bump this up. Also a great note for next time!
Glad to hear that you resonated with the core idea at least. And yes, we were blessed by the audio talent that contributed to the project.
Thank you for playing, Magno!
Interesting mix of turn-based and rhythm mechanics. Does attacking different parts of the enemies' body deal different levels of damage? Also the rhythm mechanic is unforgiving. Normally I'm decent at rhythm games but I majorly struggled with this. Solid submission!
Appreciate you taking the time to check out the game, Robert!
> Does attacking different parts of the enemies' body deal different levels of damage?
This was the original idea. We fleshed out an idea of a crit system but it was only implemented for the enemies. If we were to spend more time on this game in the future, I'd like to have the damage to each limb increase as it becomes more damaged. My gut feeling is that it'd be compelling for the player to try and target limbs and for the enemy to react accordingly. Plus, the whole forge tie-in was supposed to be connected to which limbs were "removed" from slain enemies.
> Also the rhythm mechanic is unforgiving. Normally I'm decent at rhythm games but I majorly struggled with this.
Can you elaborate on this? I made some very last-minute changes to the bounding boxes on the rhythm container and now I fear it might've broken them. It was supposed to make the rhythm section way easier, I swear! It's almost certainly on us and not on you, so don't let this challenge your ability to enjoy other rhythm games :D
I liked the big enemies, especially the chicken. I also liked the concept of the rhythm part of the game
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