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Fubuki: Hell Frozen Over (Production)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Interesting Gameplay / Fun | #5 | 3.714 | 3.714 |
Bug Free | #7 | 4.143 | 4.143 |
Overall | #9 | 3.714 | 3.714 |
Likely to Release | #13 | 3.714 | 3.714 |
Aesthetic (Art & Audio) | #24 | 3.286 | 3.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The movement and shooting feel really good, and a lot of the small touches make the game great. The intro, text effects, and the intensity select screen were engaging.
At one point, it was pretty hard to see the enemies against the dark background. I could also see it being part of the game design to make it hard for the player to see where they're coming from. Maybe consider increasing the visibility of that dark background section.
Great work and I'm looking forward to what you put out in the next phase!
>What was the most frustrating moment or aspect?
When I tried the harder modes, the bomb's need to recharge when the player returns from death could be frustrating.
>What was your favorite moment or aspect?
The shifting background looked really cool when I noticed it, and on easier difficulties I enjoyed the moments when the screen would slide between light and dark and enemies would blend in and out.
>Was there anything you wanted to do, but couldn't?
The first thing I noticed in the background was what looked to me like a big face, and I was hoping to fight a big boss (possibly a big face) at the end.
>If you could change, add, or remove any 1 thing, what would it be?
As is, the game kinda ends without much fanfair. I think there would need to be at least 1 boss, though it might be asking for more work than is possible during this jam to finish it.Very fun, big improvement presentation-wise over the prototype! It also feels a lot more balanced (I beat it at 20, 50, and 70% intensity). There's a good enemy variety too. Some feedback for the polish stage.
- The game was most the most fun when dealing with two types of enemies at once, but this only happens a few times throughout the game. Later in the level you could start combining more enemy types to keep it more engaging.
- There needs to be some feedback when hitting the larger enemies, just a small particle effect or something. I also wasn't sure if I could kill the swords or just simply dodge them.
- Some of the enemies are hard to see over the darker backgrounds (low visual contrast), I was using their bullets to find them instead of their outline.
- The ending was a bit sudden, it came after killing two small enemies. I remember the prototype had a boss monster (which it seems like I fought as a fairly normal enemy midway through the level).
- The bomb's usage still feels a bit uncertain to me, I never really could tell if I was getting iFrames during its usage or exactly when the damage was being applied to enemies.
Great work, this is coming along so well. Can't wait to play the polished version!
Thank you so much for your continued feedback! Everything you said was spot-on, and I'll certainly correct them for the final build.
Also, quite unfortunately, there was indeed a boss I was working on mere hours before the prototype, but I didn't get it done, hence the abrupt ending.