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Sunflared's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Likely to Release | #4 | 4.333 | 4.333 |
Overall | #7 | 3.833 | 3.833 |
Bug Free | #8 | 4.000 | 4.000 |
Interesting Gameplay / Fun | #10 | 3.500 | 3.500 |
Aesthetic (Art & Audio) | #12 | 3.500 | 3.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It took me a while to grasp the mechanics, but once I did, I really enjoyed the game! Congratulation on such a cool entry.
I really liked how each enemy has a different pattern which you must learn.
I'll definetly be looking forward for the final version!
Thank you for playing! I wanted to try to have each enemy have a different behavior. Hoping to add in the boss in the final phase
I played the prototype and struggled with wrapping my head around the mechanics, and I'm still struggling with it, so maybe this ultimately isn't a game for me, but that's okay. I do really appreciate that you added the arrow to the ball so you can see exactly what direction it's going to go in. I also like the drawing the ball back in mechanic, it helps setting up the shots feel more strategic.
I found the bird-type enemy really frustrating and never did figure out how to actually deal damage to it, so that's about where I stopped.
However, the fundamentals are solid, it's got good feedback on the ball (although dealing / taking damage could potentially use some feedback as well), and with a bit of polish could be ready for release. Good job!
Thanks! I think the timers on the bird enemy needs to be fine-tuned, since it dodges a shot, dashes toward the player, and then is "exhausted" until a cooldown timer allows it to dodge again. I'll also try to add some more visual feedback!
Big fan of this one. Aesthetic was nice. I liked the diversity in enemy behaviour. Controls were fluid. Surprisingly one of my favourite things was the pitch shifting of the orb and the dashing. It was like frosting on the cake. Easily one of my favourites thus far.
Glad you liked it! The pitch shifting was a tip I heard about before and finally tried it out in this jam
>What was the most frustrating moment or aspect?
This probably isn't a game for me, as I found lining up the shots to be very frustrating generally.
>What was your favorite moment or aspect?
Some of the shots were pretty tough to pull off.
>Was there anything you wanted to do, but couldn't?
I wanted to be able to deal damage without worrying so much about touching the ball or the angle of it.
>If you could change, add, or remove any 1 thing, what would it be?
I would make it so the ball did damage to anything it touched, not just after the player directed it.Thanks for the feedback! The main mechanic is manipulating the ball to deal damage, so I definitely have to keep working on improving the experience or maybe change how damage is dealt.
I think the main mechanic has a solid foundation. It's reminding me of games like pool and Witcheye, and I'm not a fan of those either. Might just need some polish.
I don't like killing turtles but I did what had to be done.
I had difficulty knowing when I would attract the orb or shoot it. Possibly consider adding a more obvious indicator. Sometime I felt I was close enough to shoot the orb but would just attract it.
It ran well and I didn't experience any noticable bugs.
Yup, I'm planning on adding better visual effects for showing when the player's in push range. You can rest easy knowing these are evil turtles.