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Kaiju Island's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #14 | 3.571 | 3.571 |
Audio | #18 | 3.143 | 3.143 |
Overall | #20 | 3.214 | 3.214 |
Fun Factor | #21 | 2.857 | 2.857 |
Visuals | #27 | 2.929 | 2.929 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your entry a video game or a physical game?
Video Game
Was your game made solo or in a team?
solo
Did you use any third party assets, if yes what assets did you use?
music is royalty free from Pixabay Freesound_Community
Did you choose from one (or more) of the optional secondary themes?
Hybrid, Dynamic rules, Goal
Does your game contain 18+ content (Nudity, Gore, Language)?
no
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Comments
Nice work with this one. I loved the concept of having a Kaiju team and it was satisfying to build up their skills.
I think a little more feedback from the UI would help, e.g. mousing over and clicking stuff.
Great work though, I had fun, building up the stats and abilities.
Loved the tactical gameplay and the concept, props for doing secondary themes I couldn't do any of them myself, it takes a while to get used to it but once you you its a really cool strategy game using different Kaiju teams and upgrading their abilities.
I really like the idea of a kaiju tactical game, but for me the UI was just too confusing. I couldn't tell if I had any moves left or who I had selected and was attacking. I also encountered the issue where multiple units including both AI and my own would stack on the same tile. So I couldn't select my own unit to attack or move out of the way so instead I just had to attack both my own kaiju and the enemy in hopes the enemy died faster.
Also I like that I can mouse over to see the enemy attacks, but it was a bit confusing when it would appear while I had a kaiju ability selected and trying to attack.
There's a solid concept here but for me personally gameplay wise it was just buried under some messy UI/UX.
As for the more positive stuff, the art all looks great, and the variety of abilities, kaiju and human enemy types was really neat. I liked how there was a clear difference between the land combat and sea combat too. And the ability to upgrade stats and unlock abilities was a cool addition.
Great stuff, just needs more clarity in the UI. Good job!
yeah, unfortunately I think I was a little bit too ambitious given my short time frame. The path finding especially is very rough.
Really cool concept- I love having Kaiju team up and having upgrade options too. I may have been having browser issues, I was able to unleash some successful attacks and eliminate the ships but then one would spawn on the mountain and I couldn't perform any actions. But I was able to restart a few times, but I ran into the mountain spawn thing again. I will try playing on a pc and different browsers later perhaps but I got a good sense of the game. Cool Kaiju, fun music, and lovely format for gameplay. Nice work!
when you run out of moves, you need to click the end turn button and let the other team take their turn. sorry for the lag, I didn't program the pathfinding in the most efficient way possible, in the future I will program it in a more efficient way.
Hi! I liked the warlike music!
The only thing I would like to do is work with the color: now the cars and robots are a little lost against the background of the gray city, and the monsters are all green. It will be great if their color matches their elements!
It's great that there are a variety of types of monsters! :)
I love a good Tactical RPG. This is looking nice.
Nice monster designs. Interesting stat allocation. I had a fun time.
A couple things to improve. Leechadore is so skinny, it's sometimes hard to select it. And it did slow down on the movement phase when everyone was in the water.
I was a bit confused by some aspects of it, the game seems to slow down quite a lot when it's working out how much you can move. Very charming monster designs though. Great job!
yeah, I coded the pathfinding in a rather inefficient manner, I realized a more efficient method of coding the pathfinding midway through, but by then I was running low on time. Thank you for the advice.