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Pseudo Summon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetic Flair (Graphics & Sound Presentation) | #1 | 4.765 | 4.765 |
Technical Excellence (Design & Engineering) | #4 | 4.176 | 4.176 |
Overall | #6 | 4.147 | 4.147 |
Immersion (Gameplay & Storytelling Engagement) | #15 | 4.000 | 4.000 |
Relevance (Creative Expression of Theme) | #55 | 3.647 | 3.647 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Whoa! This was insanely polished. Every aspect that was implemented was seriously punchy and well considered. I would have loved to see those character models from another angle, maybe in the title screen or in a game over. It felt like a shame to only see them from the top-down perspective. Some additional storytelling elements framing the gameplay would have gone a long way, too. I loved the gameplay, the only notes I have would be to have maybe a secondary attack button mapped to right click that does more damage but is slower (maybe on a cooldown or something you build up), some way to break up the grind. Beyond that, I think the dodge could have been a bit sharper (fast on startup, into a steep deceleration) just to make dodging feel more "decisive". Graphics, animation, sound were all top-notch. Above and beyond for a game jam.
Made by One or Two People
yes this was made by just me / us
All Original Content
yes everything was made during the jam
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Comments
Hey! I absolutely loved this game! It got me hooked! I would say however that although the mechanics were solid, it felt a little unfair, as some of the wizard's attacks felt like no matter what you're going to get hit due to the movement speed of the player and the length of the dash. I also felt that the player would have benefited from some type of secondary attack, like a charge attack, or something that was slower but did more damage (so high risk, high reward). The graphics were charming and the music was absolutely on point! Absolutely great job! If you turned this into a mobile game that had different rooms with different wizards of varying difficulty I think you'd have a real hit on your hands!
Thanks for the feedback!
The player's movement speed, dash and attack are points that we would have liked to been able to refine further, but due to the time limitations we weren't able to get to it. All the points you mentioned are things we have gotten a fair amount of helpful feedback about and have tried to address them with an update that will be coming out after the jam closes.
Also, I'm really pleased to hear you liked the music as I'm pretty proud of how it turned out given the limited amount of time I had. (I'm adding another track when we update the game!)
Thanks for playing and thanks again for the feedback!
I totally understand how time limitations can effect those elements. The same thing happened with my game, I had to sacrifice finesse for functionality. You should be really proud though your game was so much fun and it had a lot of polish for a jam game. I'm excited to hear you're going to continue development on it! Also what program did you make the music in? Or were you actually playing the instruments for it?
Thanks again for the kind words. We really appreciate all the feedback and positive comments we've been getting!
As for the music, I created it using FL Studio. I used a Midi keyboard to sort of "rough out" the ideas for the music, but after that I would edit or replace these ideas from within the pattern editor / piano roll in FL Studio. I did this so I could quickly draft some rough musical ideas and then iterate on them in a limited time frame. So although some elements of the music started from small recordings, I wouldn't consider the music to be played / recorded.
I really like the visual style and music though I would like to have more contrast between environment and gameplay projectiles/effects. I don't find the game original so I have to give some -stars in design and relevance but it's overall a great game for jam!
Hello, thanks for leaving your feedback!
We definitely focused on a simple concept in order to try and control our scope, so all (or most) of our mechanics could be relatively polished by the first day. While I would personally separate design & relevance in that respect, I totally respect your judgment. Our ultimate goal was to make a game we enjoyed playing, and as we're both fans of shmups, it was an easy choice.
Regardless, we're happy to hear people are still enjoying it! Thanks again!
Liked the art style. Looks really nice and polished. Music is good as well. I think you just should tune the char's speed and attack patterns because often it's impossible to dodge at all. It's kinda frustrating. Anyway, good job! Cool!
Hello!
We've finished up development on the post-jam update as of yesterday, to be uploaded following the Jams conclusion! The player is overall snappier to control, the speed and I-frame window on dodges has been extended, and both the bounds of the arena and the boss's attacks are more telegraphed. We tried to incorporate as many points of feedback as we could, so hopefully, it makes a difference!
Thanks for leaving your feedback!