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A jam submission

Yokai HunterView game page

Submitted by Jack Korcuska
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Yokai Hunter's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#571.8972.000
Overall#622.0032.111
Visuals#622.0032.111
Originality#632.3192.444
Fun Factor#651.7921.889

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your game a video game or a physical game?
Video game

Was your game made solo or in a team?
Jack Korcuska, Aleesa Collins, Kyle Serota, Isabella Bianchi

Did you use any third party assets, if yes what assets did you use?
https://ansimuz.itch.io/, https://admurin.itch.io/, https://blank-canvas.itch.io/

Did you choose from one (or more) of the optional secondary themes?
Don’t stop moving

Does your game contain 18+ content (Nudity, Gore, Language)?
N/A

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Comments

Host

Nice character artwork especially the main character! The grappling felt a bit weird at some points, but its understandable in this state. Also felt tricky to know if your hits were damaging the enemies too.  You could also walk right out of the level before defeating the boss, a gate only unlocked by defeating the boss might help with this.

Developer

Thanks for the feedback! Yeah the grapple is definitely not working quite as intended, we were thinking of making it a little more limited in scope and adding a dash mechanic to focus combat around, curious what people think?

Submitted (1 edit)

Ok. So this game feels very undercooked. The grappling is awkward, the movement feels jank, a lot of the impact feels lacking, the music doesn't show up until at a certain point, the enemy's attack patterns isn't bad but its too one note. The fun factor isn't exactly there for me, there's little hook for me to latch onto with this game. 

Design wise, I guess its okay but the spritework and the character design feels very inconsistent with each other.

You might need to keep working on this. I apologize for the critical feedback, but I would be insincere if I say this is an amazing experience when it isn't for me.

Submitted

Hey same as below, tried to play but got stuck in a wall a bunch of times. Def would love to play a re-upload. Let me know if you want me to point out the specific bugs (the guy below has done it already though).

Developer

Thanks so much for the feedback! Just updated it since as you say it's been a problem for other. Collision detection with the walls should be more continuous? Let us know how it works!

Submitted (1 edit)

Hey just tried it out - its still bugged (there were places where after reaching the wall, I didn't fall) and to be honest, even when it works, it doesn't feel too responsive.

With that being said, I did manage to move a bit and found it quite enjoyable to grapple around. 

I didn't manage to find the oni though - I kinda went everywhere I could but still couldn't see anyone (other that the first lady).

But I do get the general sense of the game - it'll def be a fun one to play through with some fixes. I suggest you keep at it!

Submitted (2 edits)

Idea is good but too many bugs make the game unplayable. Player character goes into the platforms and stuck there. Character models look cool.  You almost got the grappling hook mechanic but sometimes it launches you up so fast.  Second thing about grapplng hook is you need to be able to see where you throw it. Right now we just throw it somewhere off camera. Character falls too slow when jumped. Increase the gravity value of the rigidbody component. Also set the Canvas to scale to screensize. The main menu is  too big, it doesn't almost fit the screen. Fix those things and upload again as a post jam build. You'll upload this game to the Boss Rush Jam 2024 as well right?  I'm doing the same, it's a good idea . Nice job and good luck

Developer(+1)

Awesome thanks for the feedback. You're right I totally forgot to have the Canvas scale with screensize. It's a bit of an out of nowhere question, but a lot of the time when I use Grid and Tilesets for games there are issues with the player and other objects clipping into platforms I've tried a few fixes but can't get it to work in all cases, if you do have any advice there I'd super appreciate it :). Either way good luck with the Boss Rush Jam too!

Submitted

You need to apply tilemap collider2d  then composite collider on the timemap. In the tilemap collider settings check the used by composite collider box. You also need to add rigidbody2d on the tilemap object

Developer

Realized that the rigidbody2d on the tilemaps wasn't set to continuous collision detection, hopefully that should fix some of clipping issues? Let me know and thanks again!

Submitted

i don't think it would but try it anyway. Also add platform efficiency 2d component on the tilemap and check the use platform efficiency box on the composite collider. That would certainly help a lot

Submitted

Cool little game, I appreciate the amount of work that went into designing and creating so many different boss enemies. The grappling hook mechanic was great (a bit overpowered). I ended up falling into the void forever, while contemplating the deeds I have done (poor tengu).