G1: Everything looks fine. The key in the UI was kinda small compared to the rest of the UI. It was neat that the rain stopped when you entered the cave.
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King's Redemption's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall look of the art assets. | #5 | 4.286 | 4.286 |
Understandability of the user interface. | #5 | 4.000 | 4.000 |
Overall feel of the sound and music. | #5 | 4.143 | 4.143 |
Overall | #6 | 4.000 | 4.000 |
How well do the movement controls work. | #7 | 3.571 | 3.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Group 2:
Good: Really cool how the light on the character shrank as the time to attack shrank. Also thought the background music was a bop, and it was nice that you could win.
Bad: Missing some sound effects for heal, and the jump could be frustrating at times.
Group 4:
Good Thing: The level design and explorability is well done especially for a sample and gives a good atmosphere.
Improvement spot: The user interface especially for score is confusing or out of line. The music also doesn't match the theme as well as it could.
Group 8: Liked the environment built for the game and how its setup. The buttons on the load screen could use moved to center of the page.
G6: I like the music, -1 star for missing some sound effects though. Some of the sprites didn't really fit well together, and I didn't like the physics very much. Aside from the low gravity, there's no way to control the height of the jump, which makes precise movement difficult. I like how big the map is -- on our game we focused on more of a small, but detailed map.
Group 7:
I like the overall look of the game. I like that you got the enemies to move back and forth and how you incorporated a way for the player to die. One problem I found was, the player seemed a bit light when jumping. Like jumping on the moon kind of light. Also, there was no explanation that stated what the bar under the health bar was and that it had to be not empty in order for you to attack.
I would suggest making the jumping a little heavier, where they aren't jumping like they are on the moon. Also, either make the attack bigger or the area for the attack to take affect bigger. You had to make the character get dangerously close to the enemy in order to attack
Nice gaaame
I really liked the theming - the art, particles, music, and sound effects were very attractive
My reccomendation would be to make the jump of the character less floaty, and make the attack larger and more responsive
Also, when I press q the game freezes?
Also also, be careful with the UI formatting when the game is made fullcreen - in GoDot you can change how the window behaves when set to fullscreen
(Bryce Kibbe, Group 3)
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