Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Percht (YOMIH)View project page

Character for Modded Mountains Mod Marmalade
Submitted by Magneter, Copi, lMax_XDl, bitzydude, professionaldoctorate, heeruv — 1 hour, 54 minutes before the deadline
Add to collection

Play mod

Percht (YOMIH)'s itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetic#23.7693.769
Visuals#24.0004.000
Overall#33.7313.731
Gameplay#43.4623.462
Moves & Mechanics#43.6923.692

Ranked from 13 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.

  • This mod is very well made, sprites are nothing flashy but they don't need to be, I did not like the icons for the moves, but the mod compensates that in other ways, the two main mechanics, swapping stances and quickswap feel incredibly fresh and for the most part cool to use, however, there are some very noticeable issues in the mod, like the absolute lack of proration but also the sad combo damage and the way some moves are in comparison to others. Pros: You actually feel like a beast while in the beast form, the savageness of the moveset really gets shown Projectiles are fun and have setplay to be done with them Routing that allows for stance changes mid combo The combos are pretty DI-able Cons: The super is literally a better version of the special version, which isn't a particularly aggravating issue but I wish there was something else to this other than literally just being the better move The combo damage from what I tested is pitiful, and I'd wish that was improved upon -3 startup on whip moves doesn't get shown in the ui The moves don't really feel like they were made to work with each other, and the hitstun is a little too low for some of them. Overall this mod is very nice and I enjoyed it, it also stuck to the fearful folklore theme super nicely, and one of the best at doing that, even though I don't know about Perchta, I can truly feel the care put into it. Great job!
  • It's fun to see someone who's meant to be somewhat of a good guy. I think pretty much everyone else is meant to be villainous. I was kind of hoping for a redeemable killer honestly. But this will have to do. I swear half of the entries have moves pandering to me specifically. Cool whip attack. Fits the background of the character and animated very well. In terms of a finished feel this character is somewhat in between all the ones I've seen so far. Having finished character mechanics but a kit that's clearly missing some buttons. Smoke is an amazing aggressive setup tool. Not relying on projectile pressure but instead demented shmovement augmenting your moves. Pulling you in multiple other directions potentially. There's a ton of potential here. Frankly, this is better than some vanilla character gimmicks. Having a second stance with grappler antics, a robot esque auto blocking attack, and a funky projectile and interactivity with the other stance's shenanigans, is just a cherry on top. Sort of like a folklore take on robot and cowboy combined. This stance definitely needs more buttons though. Perct has the most unique theme among both of the categories in my opinion. And is the dark horse of this jam. It shows that it's a big multi person project in terms of how much here is quality but it is even more impressive that the character is so cohesive. While not traveling uncharted gameplay territories to give us something unprecedented Perct takes what sort of characters already exist and develops a concept that goes above and beyond the average. The character struggles to combo atm against practical DI and has only one setup super. Common pitfalls I've seen in other characters so far. But these are things that can be fixed with time for sure. I think in terms of game design this might be my favorite so far. But that's speaking purely on potential. It's competing against Control Freak in practicality and Carjacker in pure potential for sure. (Methman already got an award, not stacking on him.)
  • Percht Theme Percht is a really, really deep cut into a regional folklore I never even knew existed before, and it riffs off of the legend of the Perchta in a really creative way. Admittedly, I have a hard time trying to figure out how smoke and fire are meant to feed into the legend, but I have no interest in docking points over something which I am probably just not cultured enough to understand. I really dig the deep cut regardless. SCORE: 4/5 Moves & Mechanics Percht feels... lopsided. It's hard to explain, but they feel like 2 different characters stapled together with a shared, awkward gimmick. Percht is a stance character who can swap between a cowboy-esque swordie spacer and a grappler, and the two are conjoined by the shared Smoke mechanic. Each stance utilizes it differently, with the hunter stance being able to whip his position around between smoke projectiles while standing inside of them, and the beast stance having various means to combust the smoke into a powerful explosion. However, neither of these feel cohesive? The inability to interact with the smoke at all while outside of it, and an inability to quickly lay down smoke in hunter stance without super makes it super hard to set-up for either movement or as setplay for the beast stance. One individual smoke projectile isn't very effective. There's also a notable lack of specials in hunter stance, while beast stance has several. Strangely enough, beast Percht has a fairly good dash grab special, but only in neutral, which really lessens comboability. Also, for some reason beast is the stance with the only non-smoke projectile (which is also slow-moving and parriable, so its basically nil), which just feels strange? It leaves beast being the only stance with actual utility, but zero setplay, while hunter is the inverse. It feels awkward and I don't really get it. SCORE: 2/5 . Visuals I enjoy Percht's visuals, it's probably their strongest aspect overall. They have really good smears across the board, and their icons are pretty damn good too. Hitboxes match well in most aspects, but I do have a bit of a gripe with how small the smoke explosion effect is compared to its effective hitbox. It isn't ruinous, but it just feels odd. SCORE: 4/5 Aesthetics The character feels really misguided and noncohesive, as much as I want to applaud the thematics. It just doesn't feel quite complete and cohesive. I don't really know what else to say here, sorry for the bluntness. SCORE: 3/5 Gameplay It definitely feels like something is being attempted here, but there wasn't clear enough of a vision for cohesion to kick in. Like don't get me wrong, the character isn't completely worthless or anything of the sort, they're still better than a good portion of the workshop, but the lack of any cohesive setplay and what does exist being split across 2 very different stances makes it hard to really contest any vanilla character or anyone with better designed setplay. I'm really hoping that development continues past this to make this character something more. SCORE: 2/5 TOTAL SCORE: 15/25
  • My personal choice as a judge for the winner/receiver of bonus - thought it'd be worth leaving a note on the page as well. This character rules - I might be biased for the vanilla style sword gameplay, but the multihits are awesome, the gimmick is extremely cool, and the idea is both unique and executed super well. A fantastic entry to the contest.

Which Theme(s) Did You Choose?

Fearful Folklore

How Many People Were On Your Team?
6

Leave a comment

Log in with itch.io to leave a comment.

Comments

(+1)

Love the quickswap mechanic and cant wait for it to be finished tho