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Heroes in a Hurry's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2 | 3.636 | 3.636 |
Concept | #3 | 3.727 | 3.727 |
Presentation | #8 | 3.273 | 3.273 |
Overall | #9 | 3.318 | 3.318 |
Use of the Limitation | #15 | 2.636 | 2.636 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Programming and concept: Fredison, Art: SinigangShake, Music and SFX: dnebesh
Software used
Unity
Cookies eaten
Two! Two cookies, ah ha ha!
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Comments
This game was a blast, good graphics, pretty genre-savvy jokes (I liked the Adventure Zone reference) yet small and contained as jam games should be. The music is good, in and out of the shop, and the initial dialog has the full game exposition while still being a light read. In my case, I beat it with 4 minutes to spare, so it’s a bit on the lenient side.
If I had to complain: While technically you control a party of adventurers, there is no gameplay features that arise from this. The HP is shared and everybody moves and attacks the same. In fact, the few tiny differences that exist between characters are cancelled out by buying stuff in the shop (I did not notice the Priestess didn’t attack, but it was kind of irrelevant).
It’s still one of the most fun games in this jam… but it could do a better job at following the restriction.
Yeah, I agree with you on the time limit being lenient. I made several tiny updates after the game's submission but didn't touch that one because I felt it would change the game too fundamentally. I'll probably bump it down to 5 or even 4 minutes once the rating period is over.
You're absolutely right about the restriction! Funny story: as originally drafted, the heroes were going to be a lot more distinct, with different attack ranges, attack power levels (enemies would have had health bars), attack types (only the Witch and Priestess could hit flying enemies for instance), move speeds and health pools. Also, the Priestess would have had the ability to heal you, hence why she doesn't initially have an attack. ALL of this ended up getting because I was running out of time (and because I realized midway that enemy health bars and slower characters were bad ideas-- the Fighter's slowness ended up super annoying and I made a joke out of it).
I think the game is actually more focused and stronger for it, but it also means the characters all move as a single heroic blob. If I iterate on the concept I'll likely try to think of ways to make them more distinct again without losing the game's current simple charm.
Hey, Very fun game, the best for me was the music choice, I think some people already gave the necessary feedback to improve and with some polishing you can make this a really cool game. Great Job!
If only there was an endless mode to this game (goal: highest level in 8 minutes, level at game over becomes your score).
I like that idea a lot, though the stage would need to be tweaked since enemies cap out at level 50, or there should be a random monster spawning mechanic added with no level cap. I'll consider it!
Really fun game! The intensity is great. I wish the camera was a little more zoomed out on the action so I could plot my movement a bit better. It ended up turning into a bit like a Katamari Damacy-style rampage for me. I didn't realize my health was low until I died, though. Great graphics and music. Overall, quite a good polish on this one!
I'll take the Katamari comparison as a big compliment! And I just put up some fixes that include a slight camera zoom-out and a sound effect for when you get hit.
Awesome! I'll check it out when I get onto my computer!
Fun game with great look. Only problem I had was with UI and store being bit hard to read. All the texts were bit too similiar
True! I did some changes to the store text and it should hopefully look a bit better now, ESPECIALLY in fullscreen.
Very funny concept! Completed with 4 minutes remaining. Loved the art and writing! Needs feedback for when you take damage so it's easier to tell you've been hurt, the camera should be a bit further back, and you gotta do something about characters lagging behind and getting stuck on corners. But overall nice work!
These are all good points! I just updated the game to incorporate most of these ideas. The hero pathfinding is a bit of a coding nightmare, but I at least made them able to "spring back" faster when they get separated from the group.
Yeah they don't really need to pathfind, just having them warp back would be fine!
Good idea! I'll look into it.
Fun game! Everything is swell other than you can't see enemy levels that well. Using a red color and just displaying the number would have worked better. I love the story and gameplay, nice fourth wall break! :)
It's true, it can be a bit hard to read! I upped the font size a bit, and also tweaked the enemy color coding so it's easier to tell what you're up against at a glance.