Play mod
Abstraction's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Moves & Mechanics | #8 | 1.666 | 1.900 |
Gameplay | #8 | 1.403 | 1.600 |
Aesthetic | #8 | 2.807 | 3.200 |
Visuals | #8 | 2.719 | 3.100 |
Overall | #8 | 2.149 | 2.450 |
Ranked from 10 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.
- Abstraction: Theme: The mod aligns well with the "Odd Obsessions" theme, and I consider fairly creative, using a pencil as a primary weapon and having a missing arm that can be regenerated as a sort of half-install, half-stance. The feral screams and behavior upon entering and being in Abstract don't quite read to me as a serial killer, if I can be fully honest. It isn't bad, by any means, but it feels a little odd to me. Regardless of this, the theming is very prevalent throughout the kit. There *is* an install resource that is hard to really connect to the main kit, but it at least is visually cohesive. SCORE: 4/5 Moves & Mechanics: Abstraction interacts with most of the core systems in a fairly competent manner, and even does some things better than I would have expected for a WIP mod. For example, I actually quite enjoy Quck Slash resetting X momentum on flip, so you can chase an opponent trying to pass you overhead. Heart Stab is also an interesting move, being a move that *only* hits OTG from what I can tell, feeding into Overhead's HKD property, creating an interesting type of play of trying to perform as long of a HKD>OTG loop as you can, with this not being too egregious as it drops on any kind of AI that tries to read this (and even no DI at all, lol). Their normals cover a fairly good range around them, making them acceptable in RPS, but you can feel the WIP pains in neutral. A lack of any kind of projectile and a subsequent reliance on average at best close range buttons and mid range pokes, in tandem with a lack of blockstun data and an extremely stubby, singular guard break in the main stance makes it hard to get the ball rolling too much. Damage also feels on the lower side. However, dealing enough damage to fill the install meter allows the use of Abstract, which completely changes out the kit for a new one which, in many ways, has its strengths over the base kit, but also lacks in more ways. this results in a feeling that the Abstract state is basically an expensive stance, which is even exemplified in the ability to exit the state, returning to the main one and even entering a substate where you lack your pencil and having access to even more unique buttons. In short, you can really, really see what was trying to be cooked, and I can appreciate it for what it is, but there just simply was not enough time spent in the kitchen to see it through. SCORE: 2/5 Visuals: I really am a fan of how Abstraction looks and animates. His buttons are very clear as to what they do and play in thematically fairly well. The animations are snappy and quick and feel good when played out, although I have a gripe with the "ink" effect on several of his animations blending in almost perfectly with the default background. Outside of that, good work! SCORE: 4/5 Aesthetic: The idea of the character plays into the kit and mechanics well enough, in my opinion. He is far, far, FAR from complete, but the vision is clear and I'm hoping he is completed at a later date. Although, I feel the need to reiterate that I really dont understand the need to have an install state. It feels shoehorned and doesn't really mesh with the aesthetic too much. It's not exactly incongruous, but I kinda just don't get it. SCORE: 3/5 Gameplay: Keeping in mind that he is WIP at the point of submission, I unfortunately can't say there's much here that gives me reason to play him over other characters that achieve more or less the same idea but better. I heard from somewhere that Abstraction feels like an RKC character and I really do feel that, with the install meter feeding into what feels like is trying to be a win condition, stabby moves, and very straightforward RPS. He's fun to fight against, but a struggle to fight as because of how limited he is in his current state. I would probably only play them on a gentleman, but I very much hope for this opinion to change in the future. SCORE: 2/5 TOTAL SCORE: 15/25
- Well, it's unfortunate this character had such a short time in the kitchen, I really see the vision for it but right now it's kind of just too simple. Pros: I like the stance change animations Weapon of choice is creative He removes his arm that's funny Cons: Lackluster kit stance changes don't accomplish much for the neutral game or to defeat the opponent, if anything, they worsen your situation A lot of blind spots in the air Well, i can definitely see you tried, the stance changes show the wish to make the character unique, however he just has too few moves to be able to accomplish anyuthing, good job.
- I almost missed this guy and didn't look at him. Uhhh, anyhow first thing I saw was a spelling error. That being said, in spite of the lack of content here there are some cool looking mechanics. I have no idea what's really going on here but there's cool moves. If the uppercut had a bit more gamefeel and a good sound that'd be cool af. I like both versions of it. All in all, keep this ball rolling. The concept is really cool. Bro needs setplay really bad. :thumbsup:
Which Theme(s) Did You Choose?
Odd Obsessions
How Many People Were On Your Team?
1
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Comments
Cool concept, but just kinda has nothing, and the stuff that is there is pretty shaky.
Will wait for more progress before checking in again, but for now, this is a pretty weak submission. Godspeed!
yeah it's pretty bare bones, made it in like 2-3 days so i had to rush alot of the stuff and didn't have time to make the cool moves, tho might work on it some more in the future and maybe add a 4th mode