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Biora's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibilty | #71 | 2.735 | 3.429 |
Originality | #82 | 3.305 | 4.143 |
Graphics | #90 | 2.963 | 3.714 |
Theme | #97 | 3.191 | 4.000 |
Overall | #105 | 2.784 | 3.490 |
Controls | #108 | 2.621 | 3.286 |
Fun | #108 | 2.507 | 3.143 |
Audio | #119 | 2.165 | 2.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2
Wildcards Used
N/A
Game Description
Action game
How does your game tie into the theme?
Balance between dark and light forces as you collect sould for Thanatos
Source(s)
N/A
Discord Username(s)
Elidef, DummyParrot, Ryokugin, Unicall, Chimune
Participation Level (GWJ Only)
Around 4 average
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Comments
I had a good time with this but found trying to balance things a bit difficult. The sound and graphics are stunning! That “29 seconds before the deadline” up there is also very impressive! I am glad you got it in.
Nice work all around! I noticed you submitted with 29s to go, so really down to the wire but you made it. I think the art audio were all really great, I thoroughly appreciate the controller support too! The concept is really cool and a nice touch that you explained the alternating mechanic quickly instead of leaving me a little frustrated, I think it really helped drive it home. I do wonder if the enemies behavior could be improved. At least for me, pretty quickly they clump up so I'm mainly running around avoiding them and just picking them off at the edges slowly so I don't get stunned. Maybe having the farthest ones stop chasing so it leaves more clusters around the map. Something to break things up would give it more longevity. Also, stellar main image!
Great work! I noticed near the end that it switched up to French so it looked like you were working on Localization up till the last minute, but still was easy to understand about different mob types.
Pros:
Critique:
Overall, magnificent work! Would be interesting to see if there would be a way to tie in abilities in the attacks.
Hey, thanks a lot for the kind words !
"Overall, magnificent work! Would be interesting to see if there would be a way to tie in abilities in the attacks."
Could you elaborate what you mean ?
Maybe some enemies could give a brief shield to buffer you from effects of Light/Dark adjustment, but the flip side of that is when the shield breaks, the next few attacks would be amplified for light/dark.
Thanks for sharing !
We had some ideas like that, but we didn't have time to implement everything unfortunately. Some way to freeze your light/dark balance would be great indeed. We had an idea for a sorcerer type enemy that would mess up your karma, "cursing" you to gain a lot of light / shadow over time, and be able to flip existing enemy's karma.
Unfortunately the current game balance doesn't really allow for that but who knows if we expand the game a bit we'll revamp some stuff and focus more on karma being a resource.
Very nice light and dark gameplay dynamic! Graphic was also nice so you should post some screenshots. I also liked the story, yet near the end it changed the language to French for some reason