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I think this game looks really good, The movement is fun to play with and the sword I really like using. Fubuki's sprites are sooo cuutee!!
I wish it were a little easier to see what's ahead of you. There were times when enemies had a chance to attack me before I knew they were there. Fubuki would've benefited greatly from just a handful of invincibility frames. It's easy to get stuck on one enemy and lose your entire health bar in 2 seconds. I found the boss at the end to be pretty much impossible because of these. Not to mention unfair because your sword knocks the boss away but getting hit by her just stun-locks you.
Mechanical issues aside, I really like this game. Saving the little fox things as a way to heal and gain stats gives me a reason not to just rush past all the enemies.
I did phase through the ground and get stuck inside the level at one point. But aw well, it's a jam game, it happens.
Nice work!
This is pretty neat! Love the huge range of movement techniques and the choice of weapon.
I believe most reviewers below have already made really good points regarding areas of improvement, so aside from those, here's some of mine:
- Wish there are checkpoints, or at least level is broken down into smaller stages. I believe there are secrets in the game, but it is deterring me from finding them since dying will take me all the way back.
- Kinda weird that this game uses WASD+mouse controls, considering that mouse movement is not really needed. Mixing with comments that mentioned to have a "look down" action, I think maybe you could try implementing camera panning with mouse movement to fully utilize mouse usage.
- On the topic of using mouse, I find myself scrolling the mousewheel to change weapon. I think it would be nice to have that as well instead of pressing 1/2, especially for the boss fight where I need to have my left hand on WASD at all times.
Great job! Thanks for making this!
Kon kon! Very nice fast pace platformer action game! Love the cutwe sprite for the character and the enemy and an interesting idea that you get more buff the more fan you saved! If I had to comment on something, its probably the background and foreground can be confusing and blend together sometimes. That being said, nice game with responsive movements, good job!
Very fun game!
Fubuki's character sprites are super cute and very well animated! The music was also nicely done!
The enemies are varied and the boss fight was fun to figure out!
Some improvement suggestions:
- Background elements can be confused with the foreground. I suggest toning down the colors on the background.
- Spend some time to polish the UI after the jam. It looks good but I feel the "naked" bars look too plain. Some shading would be great!
- Fubuki's collider seems to be a bit too large, which makes her float instead of walk on the ground. XD
- It would be nice to have some invulnerability frames after taking damage. It was very easy to get stuck in a corner during the boss fight and just lose all your HP in one go.
- If possible, consider adding a "look down" action when pressing the down button, which slightly moves the camera down, to see where you're landing.
- Something seems to be wrong with the game clear screen. It showed 0 on everything to me. (I was playing in Firefox)
Great work, team!
I think as far as being a Fanwork goes, this game really meets the "fan" requirement. After playing the game I went and watched the KINGWORLD music video. It really is quite impressive how much in that music video is captured in this game. The enemies, the backgrounds, music, color scheme and boss, are all taken right from the music video. Even the UI seems inspired by it. The devotion of the team to FBK is really quite evident.
As far as feedback goes. Everybody has mentioned the camera, and I agree. It really is the crux of a lot of issues though. For instance, I also rarely used the dash attack due to not knowing where I would run into. The close camera also causes a lot of blind jumps or unavoidable damage.
Still, the improvement from pre-patch to post-patch is still quite noticeable. In pre-patch I literally almost never fought enemies and would just run past them since they took so long to kill. I would just try to find the nearest Sukonbu to heal. Now, I still run past enemies quite often, but occaisionally would stop and clear some out in order to make a path. The balance between Sword and gun is also way better post patch and i find myself switching between them.
I still think that the enemies are still a bit too tanky for their own good and are often in places that are difficult to attack without taking at least a little damage. The Sukonbu being full heals make this so much more doable.
The Sukonbu bonuses are a bit hard to perceive though. I don't know quite how much they improve things by but I didn't quite feel it in my playthough. Maybe a number saying how much the stat is improved by can help.
I actually quite liked the final boss. The trick is to just memorize the timing. Your eally cannot react to the boss, but memorizing the timing of the attacks makes things much more doable. I also think that completing as much as you did, with 2 levels a tutorial and a final boss is something to be proud of. It delivers a cohesive package and feels complete.
This is a very charming game. The sprite work is very well done! The use of sukonbu giving you buffs is also a very good idea and encourages exploration which is very nice. A lot of people have brought up the blind jumps and I have to agree. There were a lot of instances where because of the camera I couldn't see where I was going and got hit by enemy I couldn't see. The lack of iframes also got me a couple of times since I would think I would be invincible and not move after getting hit, only to lose like half my health.
Very small detail but Fubuki's sprite is slightly floating off the ground (likely because her collision box is bigger than the sprite lol.
Also, I feel like Kurokami's attacks were not telegraphed at all. Like she would always be in her idle pose, except for that big triple projectile attack which would play the animation of her hitting the ground after all the projectiles were already out. This was especially a problem with the dash attack, since it made it so I would basically only be able to use the gun since I'd have no idea when she would use the dash or when she would just teleport to the red sparkles.
At the end it said I had no buffs from sukonbu after I beat her, even though I got a bunch from the earlier levels. It also gave me a clear time of 0 for stage 2 and the boss, so idk maybe its a visual bug. Or maybe I beat Kurokami with no buffs at all. idk what its supposed to say but it would be nice if it displayed what buffs you had from sukonbu when you beat Kurokami
Final thing might just be my laptop being a potato but I'd randomly get lag spikes sometimes and if knockback was applied to either me or the enemy they'd just go flying. I even clipped into the walls of the castle stage once.
But yeah this was a fun game to play through and I'd really enjoy seeing more stages with this kind of movement and combat. Cool stuff!
Overall I quite liked it, it felt really charming. There were a number of smaller things, most of which others have already pointed out, but there was one issue in particular that I do feel the need to mention: I really didn’t like how the camera worked. It was rather slow to catch up to the player, and it went in the exact opposite direction than I thought it should. By which I mean: if the player is going right, it should be even further right, putting the player at the left of the screen. If the player is falling, it should be below it, putting the player at the top of the screen. This way you’d have less blind jumps and enemies surprising you from off-screen, which feels unfair rather than simply difficult.
I think changing this wouldn’t be all that difficult, but would significantly increase enjoyment (for me at least).
This was a lively little action platformer, as the ol' Fubu-sen... I really enjoyed hopping around, the movement system is pretty fluid and responsive! I cleared most levels by going as high up as I could, and then left 😂
Beyond that, I could definitely imagine a longer-form progression of levels and potentially the need to unlock Fubuki's skillset through levels (movement, abilities, possibly more weapons?), possibly even uncovering a deeper story hidden between the lines, to ease the player into the experience and/or set a steady pace of progression into its depths. Thank you gang for submitting to the bakery! 🙇♂️
Switching between the two different weapons is quite fun and feels smooth to use. For the feedback, some parts of the background were done with huuuge pixels and it looked way too out of place. Another thing that was a bit frustrating was that there is almost no invincibility frames after getting hit (if there were any). That meant that during the boss fight if kurokami teleported to your position you would received a ton of damage. Other than that, its a pretty solid game.
Great one! I love platformers with wall-slide and double jump!
The character looks adorable. I would love to see a complete game from this >w<
Nice job.
Really enjoyed this one. If there was like some sort of arrow pointing in the direction your suppose to go or tilemap changes, mini map, I think that would be really nice!
Great game, love the theme, music, and art style.
A little improvement on control would be great for example changing the jump button into W.
I also find a bug where you got locked after jumping into enemies from above and after Kurokami dashed into you where you stuck in the hurt animation and can't do anything.
Had a lot of fun dashing and jumping around in the levels, the graphics are amazing but the gameplay may need some tweaks, specially the level design.
For example: I noticed a big wall and tried to climb it but there was spikes at the top. It's not very nice to punish the player for trying to explore the map or for being curious.
The camera could have some improvements as well.
Great job nonetheless!
Really Fun Game! Love the Artwork in this one! Though there are multiple quality of Life changes I would probably wish in that kind of game:
- pressing S or Arrow Key Down to look beneath you since multiple times its more or less "blind jumps" which makes for some HP losses (from enemis or spikes) you can't do anything against. You can use the same keybinding to also slide down if you're on a wall. The stick for the Walljump is nice and all but sometimes (especially in stage 2 inside the castle) it's more hindering your movement if youre e.g. trying to get away from these flying monsters.
- aiming gun maybe or implementing knockback for the sword for the monsters to make some stuff more rewarding. I know this one could make the game a bit too easy but with these you can implement more mechanics for the enemies to still make the game difficuilt. It's just a Quality of Life feature to make things much more managable instead of getting into situations where you can't do anything against them
Otherwise I do love the Kurokami Boss you made! Had quite some Fun with that one XDD and She's also quite difficuilt so took me a few tries. But the right kind of difficuilt xD Keep it up!
It was a very fun game! The controls were smooth and the animations and overall design were gorgeous!
Sadly I'm not good enough to reach endgame, but I enjoyed regardless!
Good game, I like the diversity of moves that Fubuki has, from dashing, to short/ranged attacks, wall jump. Her animations are also well made, Great job!
I loved it, one the best ones of this jam.