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Tamabuki ZERO - The Egg Weapon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Playability | #214 | 4.500 | 4.500 |
Cleverness | #227 | 4.500 | 4.500 |
Theme | #233 | 4.000 | 4.000 |
Artistic Style | #401 | 4.000 | 4.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Great concept and I appreciate the world you built. Clever interpretation of the alchemy angle. I think shadow was lacking, as there wasn't any super clear drive towards that. Using a tamagotchi as a weapon is pretty funny, smart call. You have a good working 3d world but would have liked a bit more on the tamagotchi 'growth'. Maybe find something in the world to hatch your tamagotchi to fight the big bad guy or something. As it stands there's no 'change' other than the one suggested by the enemy and the little notes you left in the world.
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
You're not alone braving the remains of the old and decrepit Underworld. If you care for your Tamabuki its powers will aid in your survival against the monsters that lurk here. Be brave...!
Extra Notes
I hope you like virtual pets that can also be used as guns :D
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Comments
I think this is a really cool concept and i love the vibes i get from this! The environment really made me curious about the game world, i loved interacting with the Tamabuki, and i really appreciated how much the environmental sound added to the spookiness. The visual style and specially the lighting are what really sell the vibe to me, love that. Also really liked the hinted storytelling through objects in the environment that you can interact with.
The only thing I'd say i didn't like about this first iteration is the fact that strafing with A and D moved the camera angle as well, so i had to keep adjusting my mouse position to compensate for that.
I love seeing in other comments that you intend to keep developing this, i think it is really cool and I'll keep an eye on it for sure! I think this will also benefit greatly from custom music in the future too.
Thank you for the kind words!
Strafing is not intended to work that way lol. I noticed it, too, but the upload is locked until after the game jam.
And yeah, music is the one thing I can't do on my own. I'll likely commission pieces in the future (also spending some time lately messing around with Garage Band on iPad; don't know if that will go anywhere).
I really liked the art, audio and the eerie atmosphere overall, I feel like there is a great potential here but I gotta be honest I felt like I didn't get what to do I roamed the map interacted where I could shot the monster,pressed tab and nothing happened, so not sure maybe I missed something.
anyway great job, definitely keep developing this!
some bugs:
1. There are places where you get get off map between the buildings
2. when you walk on the stairs the character behaves weirdly
3. when you move the camera the character is blurred but I feel like its a unity thing because I saw this in another 3d unity project.
well done <3
Hey, thanks for playing!
If you're pressing tab to inspect your Tamabuki make sure you're not moving around or aiming (I've updated the itchio game page to reflect this). I hope you get a chance to do this as I'm proud of how the pixel art attached to the Tamabuki's screen turned out. (Also, beyond eventually killing the monster there isn't much to do past inspecting a few different points of interest in the small map.)
And thank you for the feedback. I'm aware of the player being able to get off the map (lol). I did fix one passageway before I uploaded, but I didn't realize how many other ways you could get off the map at that point.
I'm not sure what you mean by the character behaving weirdly when they go up the stairs. I think you might mean how they teleport up each step and yes, that is a feature of Unity's character controller (it does look odd, though; in the future I'll likely stick to just coding my own controller and interpolating the player up the steps or using a sloped collider).
Finally, the blur is a post-processing feature (motion blur). I added it in because I liked it, but in the future there will be an option to turn it off. I'm sorry it bothered you!
I'll check it again later with you instructions <3
Wow the visuals really hit hard with this one. Both retro and modern at the same time? Very interesting.
So I had a few little issues with the gameplay, nothing serious but just minor annoyances. Trying to feed the pet while fighting the monster was a hassle, the gun ammo ran out super quick but I guess that's part of the challenge of keeping it fed and using it? Also what are we feeding it? Is there something from the "real" world or is it just virtual food in the "gun game"?
Also why does the gun aiming get locked when trying to aim up? The monster was on the stairs at one point but I could only shoot it in the legs cos the view was locked.
Other than that it was a really fun but short experience. The world looks great as does the character. I mentioned I love the mixture of retro looking textures/graphics with the modern shaders/lighting. The gun Tambuki? Looks fantastic and is probably the highlight of the game. Running around the environment was cool and I liked the little descriptive interaction points that allude to something going on.
The atmospheric sound and SFX were good I liked the retro laser sound of the gun, very fitting with the Tambuki low res pixel art style.
Obviously a very short experience but I enjoyed it and it left me looking for more. I hope to see where this goes as it's an interesting concept.
Thank you!
I'm glad you enjoyed the visuals. I probably leaned far too much into those since the gameplay ended up lacking a bit.
And your criticism is right on. The pet care isn't balanced very well yet and the gun play isn't quite as snappy or free as it should be. I intend to expand on the pet care within the Tamabuki quite a lot in the future so it's nice to hear that you enjoyed the concept!
I am sorry but the game forcing a Fullscreen mode isn't okay for a itch.io game. I would prefer in the future you would just have it run as it is on the page and if someone wants to play it Fullscreen you would have that option natively.
The itchio page for the game has been updated to your preference. Enjoy!
I enjoyed the overall feeling of the game. Very other-worldly and creepy to be honest. However, I had a hard time identifying exactly where I needed to go. I feel like I could only shoot my gun twice before I was out of ammo, even though it showed I had 4 stars. I may have missed the idea in some way, but I was unable to progress unfortunately.
Either way, great work making a unique feel in the environment!
Thank you for playing!
This is just a small showcase of my idea for a game. The only things you can do are explore, inspect certain points of interest, feed & wash your pet, and kill the singular monster roaming around.
Shooting your gun consumes two stars (or energy). Your virtual pet will regain energy as long as they have at least one hunger bar (you can feed your virtual pet by pressing TAB and E on the FEED option).
Very interesting mechanics! Caring for your Tamabuki to use as a gun was definitely unexpected but a cool idea. Nice environment as well!
Thank you!
I wish I could have added more care options and abilities to the Tamabuki but I was out of time...!
The atmosphere is spot on. I enjoy the cluttered and compact city environment being lit up by neon signs. The idea of having to keep your "Tamabuki" alive and well for you to effectively battle monsters is also a neat concept and believe there is a lot of potential here. Sound design was also good and fitting for the atmosphere.
Thank you! I love virtual pets so I'm glad I've been able to incorporate them into fighting monsters in a way that... Well, while it's not fully fleshed out here, at least the concept can be understood and makes sense!
The environment/atmosphere was heavily inspired by the walled city of Kowloon. It's nice to see others appreciating this aspect of the game as well as it's what I'm most proud of here!