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Roly's Revenge's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #8 | 3.611 | 3.611 |
Overall | #9 | 3.519 | 3.519 |
Graphics/Animation | #9 | 3.722 | 3.722 |
X Factor (overall enjoyment) | #10 | 3.556 | 3.556 |
Fun/Design | #10 | 3.556 | 3.556 |
Technical Implementation | #12 | 3.333 | 3.333 |
Theme/Limitation | #16 | 3.333 | 3.333 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you credit all assets in-game (including your own) as required by the rules?
Yes
Team Size
Quartet (4)
Will you continue work on the game after the jam?
Undecided
What tools did your team use to construct the game?
We created all assets ourselves.
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Comments
Nice game !
The music made me feel like Im a pro gamer! I also like the combat its soo cool! 5/5 from me
thank you! glad you enjoyed
First off, lovely music and I love the art. I did find it a tad hard to figure out, which element the enemies were as to plan for, which attack to use. Nice little game, was fun to play, but which engine did you guys use?
Really fun game !
Using a rock/paper/scissorr aspect in an arena game is a very neat idea. The gameplay is very nervous & enjoyable. The combo meter is a very nice touch to keep you attacking/moving fast.
Good job :)
thank you! i like the tension the combo meter adds too :)
This was a ton of fun, once the enemies stopping waiting for my movement, my heart started racing in the best way possible. I feel like real-time memory games aren't a super explored genre, so this was really clever. Great job!
i hadn't actually considered it to be a memory game, but after hearing your perspective and thinking about my experience playtesting, i definitely see it! i'm happy it turned out that way, it's a very fun aspect of the game!
At first I thought it was turn-based until the spider appeared. The core mechanics suddenly became more interesting. It’s a very deep game with both tension and strong strategy. It’s amazing.
Thank you! We're happy how it turned out. We wanted to add a twist to a top down shooter and were hoping it would be fun.
Solid work! The game is proof of some awesome effort by the artists and sound designers.
But the biggest proof to me is the intelligent game design. I'm not sure how much time y'all put into the mechanics but it's deceptively brilliant.
Overall, Roly's Revenge is a star example of how quick, fun and addicting game loops can be made without going over-scope and staying true to just making a fun experience.
Thank you! It was our first jam and we're proud of what we made. Glad you liked the mechanics. We wanted to add a twist to a top down shooter and were hoping it would be fun.
Epic work for such a short timespan! It shows that this game had a large team behind it. Graphics, sound and music are all top notch, gameplay is fast-paces and fun with some nice mechanics.
Thank you! It was our first jam and we're proud of what we made.
Wow, it's impressing. Different monsters, different attacks, different physics for enemies, I say it's Awesome! Maybe a longer interactive tutor about different attacks and different enemies makes game better but without it, it's still fascinating!
Thank you! Yeah, the tutorial was done late in the jam haha. We didn't have time for a tutorial page and decided to have it on screen during the game.
The game is very fun, and I loved the sounds of the game, it's very good :)
Thank you!
Wow really good game! Thoroughly enjoyed playing. The music, sounds and the animations were exceptional. Excellent work
Thank you!
Neat concept and great use of the limitation and theme.
This was fun to play and the graphics were pretty stellar. Music and sound effects were good as well.
The direction indicator was nice at first but kept throwing me off, seemed like it would be better to just have a cursor indicator and then rolypoly towards the cursor. Just a minor nit pick.
Nice job.
Thank you! It's meant to be a distance indicator so players can see how far the dash will hit. What did you mean by cursor indicator?
I didn't realize that it was meant to show the distance. I just assumed the rolypoly flung in the direction as indicated. What I mean was have the direction indicator attached to the cursor, like a target or cross hairs. It was just a tad off putting when it flipped around the character. Just small nit picks though.