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PUMPKIN BOY and the EVIL Pumpkin Gaurds's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #22 | 2.692 | 2.692 |
Overall | #23 | 2.769 | 2.769 |
Theme / Rules | #28 | 2.769 | 2.769 |
Graphisms | #32 | 2.308 | 2.308 |
Musics / Sounds | #32 | 2.154 | 2.154 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Interesting idea, good upgrade system, levels are ok, art has seen better days, where music.
the walk cycle looks kinda like he's doing a little shuffle and not actually walking.
and in order to actually pass the level in such limited time you basically cant fight anything, you are forced to dodge them. (i mean why have a combat system if you're not gonna fight).
Pretty difficult game! The timer is not friendly at all!
I'm a fan of the upgrade system!
Nice game idea. I found it was always better to keep on the move and play keep away rather than fight. Combat just used up a lot of time. On first game, I killed some guys in level 1 and then didn't have enough time remaining to move around level 2. For combat to be effective on early levels, I think enemies should have 3-5 hit points so you can kill them in a couple swings. I think combat would have felt a little easier if was mouse click instead so you didn't need to interrupt use of WASD.
On the other hand, being chased down by a lot of enemies does add a lot of tension to pathing around looking for the pumpkins.
I primarily made this as a movement game rather than a combat one. I think to balance time I should have made it so that instead of locking the levels you have completed, it rather made it so that only your best time of the level would add to the extra time. Enemies having 3-5 HP is a brilliant suggestion! I could have then made it so that, like speed, it scales with how many upgrades you have in health. Thanks for the feedback!
I liked the design of the goofy character and the ability to level up stats, but I think (especially for lv2) the timing is a bit too tight in some areas (maybe I'm just bad). Also having some gameplay music would add to the experience.
Seeing all the enemies run after you was quite good tho, overall very fun and with lots of content:)
I was going to add some music I already had made, but for a game's sounds not to be annoying there generally has to be at least 3 variations if it is frequently playing, and I did not have enough tracks already created. I agree that the timing is quite tight, and am going to add a screenshot of the route to level one. During creation, I memorised it and could always easily complete it in 20-25 seconds. Hopefully this screenshot will help with the tight timing for future players. Thanks for the feedback!
This is a cool little game, and I played it through to the end screen. You've accomplished a lot for a five day jam in terms of the levels and upgrades.
A few bits of feedback from my playthru:
- I didn't bother fighting any enemies after the tutorial. Especially in level 2, where time was really tight, it felt more effective to just let them chase me
- I kind of regretted fully upgrading the speed stat, as it made the game hard to control
- Other comments also mentioned this, but it might be less awkward to control if the attack button was mapped to something easy to press with your other hand while using WASD to move
Still, I really like this one!
I too found fighting enemies to take up too much time, and just memorised the routes through the levels. By the end of the jam, the controls were so natural to me that I actually found maxing the speed stat easy to control, although, I will say, originally all the upgrades could be done 10 times, and if you did that with speed it was completely uncontrollable and far too easy to beat, hence the 5 limit. Thanks for the feedback!
Nice game, but using WASD to move and E to attack feels somewhat awkward...
Agreed, I would have likely made it so you can use the mouse to attack (button to attack + direction to attack in) but didn't have time. Thanks for the feedback!
I found the character endearing, combat was ok but seemed a little broken. The art style although initially a bit out there with the sounds it gave a nice old school feel.
I spent most of the time of the jam that I had to work in working on the art, I am glad you like it! I too think the combat doesn't work too well, but I couldn't think of a good way to animate the same motion in all directions. Thanks for the feedback!
I liked the level design a lot, I just think that 30s at the beginning was not enough time
Thanks for the feedback! I was the only person who had actually played it before the jam ended due to finishing so close to deadline, which is likely why the difficulty was not completely balanced.