Play mod
Carjacker - Murdering Mechanic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetic | #3 | 3.512 | 3.818 |
Gameplay | #7 | 1.756 | 1.909 |
Moves & Mechanics | #7 | 1.923 | 2.091 |
Visuals | #7 | 2.927 | 3.182 |
Overall | #7 | 2.530 | 2.750 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Despite being distinctly unfinished, more so than the other characters I've seen so far, he may well have some of the most going for him. Lets get the ugly out of the way first. His icons are bad. Bad bad bad. I really don't like them. They have too much going on and would hugely benifit from being vanilla esuqe. I have no idea what they are supposed to be and even though there's like 10 buttons total I struggled to find buttons at times. They also look butt ugly next to the vanilla buttons. Like grab. Bad. Please fix. Speaking of Grab I swear his grab is like, is it base char grab? I don't know enough about that but it's like plus as hell on hit which I think is generally considered a no-no in the modded balance sphere. This character doesn't have the polish or breadth of moveset to feel good to play yet. Especially the air moves those are almost incomprehensible. Some of these animations look far, far better than others here. I don't like that one of the projectiles also plays just like 1 second of music that should not be a thing. That like, really bothers me. The good however is that this character out of all the ones I've played so far feels most like a proper serial killer character. He has creative buttons that I could see being the sort of kills a horror killer would do. Especially the command grab. As someone who knows more than 0 car shit via osmosis, this has insane potential to be cracked. That being said the moves added to the character need to fit into the theme better than some of these other moves in the kit for sure. He especially needs more/improved projectiles. The projectile that gives me brainrot has terrible range, it boomerangs too quickly. And needs to be much bigger to be a threat. It's piddly and bad. The other two are indecipherable but in my experience far more useful. I hope they are re-spirited. There's so many more potential projectiles here it's not even funny. Give him actual setup, traps, coverage, ect. Peak.
- Theme Carjacker fits the theme fairly well in my opinion. Using car parts rather than tools definitely saves the concept, as while the idea of killing people with things like wrenches and the sort, a straight-up car door and windshield wipers is definitely more unique. I really like how it feeds into the design of his specials, particularly Sparkplug Sensation! SCORE: 3/5 Moves & Mechanics Carjacker is fairly hitboxy, and thats honestly the biggest crime he commits. He has projectiles, and while theyre all situationally useful, the up-diagonal variation of RANDOM BS GO! feels absurdly good almost unintentionally? Huge hitstun with no damage followed up by a second, separate move later which DOES do damage feels like an oversight. However, all of these projectiles are parriable and move predictably, so parryfishing completely shuts down any neutral potential that could be had using them. He has a set of moves that all seem to share usecases (CHASE! and Door Dash shares extremely similar attributes), Stomp is so stubby that it's a genuine challenge to hit, and otherwise his grounded game is somewhat shallow, outside of an absolutely insane Axl Low-ass disjoint, which is far and away his best move in terms of both utility and damage. However, where he truly shines is in the air. Despite only having 2 aerial normals, they are legitimately some of the best buttons in his entire kit; they're fast, hit like trucks (heh), have high hitstun, and INSANE momentum properties, with the only downside is Alleyoop being -2 on block, which is barely even a consideration due to the insane disjoint. It's also important to note the lack of supers. There's definitely a concept to work off from here and I can see it being absolute peak, just needs more time. SCORE: 3/5 . Visuals Carjacker has very high quality spritework across the board. It's no Pix by any means, but it meshes surprisingly well with that kind of "vanilla plus" style that I personally enjoy quite a lot. The moves are very accurate to their hitboxes with overall good conveyance of strength and weight. Good work. SCORE: 4/5 Aesthetic The aesthetics of Carjacker pass the vibe check outright, that sure is a murderous mechanic. However, the idea is far from fully fleshed out. What currently exists is an incredibly strong start though, and I get a very strong view of the vision. SCORE: 5/5 Gameplay I can only say so much about the novelty of a character who is more or less cool-looking hitboxes, unfortunately. It does feel good to play, and I am definitely gonna keep an eye on this one in the future, but there just isn't enough in the current state to truly discuss with depth. I have to keep emphasizing though that I want to see this completed, it COOKS. SCORE: 3/5 TOTAL SCORE: 18/25
- So from my experience with it, I felt the appearance of block advantage/disadvantage was great, and shows true care for the character, the animations are AWESOME, however, the shortcomings are very noticeable, for one, the absolute lack of downward mobility makes combos drop super early if the opponent DI's correctly, the appearance of a projectile is good, but it lacks a lot of the strenghts one would need to be viable, like no block advantage, also, the grab combos, which saddens me. Furthermore, there is no super for this character, which makes the meter only useful for instant cancels and purple free cancels. Lastly, the character colors not changing based on style was sad. TLDR I really liked the animations and I see the effort, however it lacked in quite a few essential areas.
How Many People Were On Your Team?
Theme: Odd Obsessions // Team Size: 2
Leave a comment
Log in with itch.io to leave a comment.
Comments
> I really want to like this guy, his theme is awesome, but he's just not a real YOMIH character right now. Keep going!
Simply lacking in... most things. Honestly, my favorite character as far as looks, but he just has nothing to work with. The two primary projectiles are parriable, his normals are lackluster save for the GB, pretty much no pressure game besides the command grab, no oki game other than weird niche setups involving the unparriable, his aerials are sort of jarringly designed. Has some decent approach tools, but otherwise? I really hope this guy gets continued though, has some pretty cool ideas.