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A jam submission

Trapped in this Shell - ReleaseView game page

Part of the Greenlight Release Game Jam
Submitted by TheWelp — 1 day, 23 hours before the deadline
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Trapped in this Shell - Release's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay / Fun Factor#182.8873.333
Can't Wait For The DLC / Sequel#242.0212.333
Music & Sound#261.8762.167
Overall#271.9342.233
Ready to Release for Money!#271.0101.167
Art / Aesthetic#281.8762.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Concept Jam Submission Link
http://Deleted it

Prototype Jam Submission Link
http://Deleted it

Production Jam Submission Link
https://thewelp.itch.io/trapped-in-this-shell-production-jam

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Comments

Submitted

Concept is really nice here. The little box fists are actually animated very nicely. Having some explanation on cards would be immensely helpful. Since most of the enemies have such quick attacks, the longer pre animation attacks were pretty useless. I tried to gain distance by moving away and then winding up but it was never enough. Especially since they almost always jump attack.

Overall this a great start to a turn-based-card-based-fighting game which is a neat genre that I haven't seen before!

Great job on this :)

Submitted

This concept is great, the animations even though simple are striking. The game could use some instructions and a goal, it was a little disorienting at first trying to figure out what was happening, but once I figured it out it was a solid game that was enjoyable to play around with the different attacks and watch the quick little fight interactions. It's the start of a great game, keep going!

Submitted

It feels like a more dynamic quick-time event or a 2D turn-based version of SuperHot. Though instead of time merely slowing to a crawl when standing still, time is paused as you think about your next action. I enjoy how the action pauses when deciding which action to choose, and then it resumes and you can see how what the consequences are. 

The attacks are varied and feel like they are specific tools for handling certain scenarios. In particular, I like the anti-air diagonal punches, especially when predicting that an enemy will attempt to jump overhead. I think a useful feature for the player would be to show an outline of what the action would do and it's area of effect should it be chosen. For example, I expected the uppercut to be an anti-air move, but the actual range is smaller than I thought.

Turning around being a free action is very useful, especially for retreating and repositioning yourself. The orientation of the character threw me off initially because I thought that I was facing the side that the smaller off-colour square was on. Having the arrows on the cards point towards the player's current overall horizontal direction would help the player with tracking their current orientation.  I do find the minimalist art style charming, especially the "smearing" frames on the fists when emphasising big movements.

I didn't know what the "r" and the 3 rectangles were for. However, I did use the "r" button  in order to do nothing and wait for my Heat gauge to lower before engaging with enemies. I don't know if this is the intended use ("r" for "rest"?). 

I couldn't tell whether there was an endgame. What would the endgame for this be?

It's got an interesting concept, and I like the artstyle. Good work.

Submitted

I really like this concept. I've actually been wanting to try something in a FPS. I like your animations and the punches and attacks feel satisfying when you land them. It could be beneficial in the future to show a light overlay in the area where the attack or movement will take place along with maybe making clear where the enemies will be moving to. I think there's a lot of room for expansion as well, maybe with collecting more cards and creating a deck exactly how you like. I think with some clearer sprites and tweaking this could be really great! 

Submitted

I think the concept is interesting, but I don't particularly like the execution, unfortunately. It's a bit hard to tell which way you're facing, so occasionally you'll just whiff an attack or move backwards or something, and getting random attacks each time makes the game feel more luck-based than skill-based (not to mention how hard it is to extrapolate the timing, the enemies seem to act somewhat erratically so it's hard to tell "should I do a heavy attack here or a quick one?" "can I go for this diagonal attack, or will I just whiff?")