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The I K I O I T I's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #21 | 3.354 | 3.750 |
Overall Bad | #21 | 3.242 | 3.625 |
Sound | #27 | 2.683 | 3.000 |
Overall Good | #29 | 2.236 | 2.500 |
Overall | #30 | 2.497 | 2.792 |
Gameplay | #32 | 2.348 | 2.625 |
Modifier | #36 | 1.118 | 1.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Well this was a nice little experience, it was short but I think sweet.
I did figure out from other comments that the goal was to get hit, so I kinda bypassed any confusion there. But admittedly I don't remember seeing anything in-game indicating I was supposed to do that.
The dialogue was pretty funny and the game was quick and to the point.
The visual effects didn't bother me much but I could easily see it being annoying for other players.
Overall not bad, good work!
Thanks man :)
Wow! This was a very nice title! A fun little experience with that didn't outstay it's welcome! I loved the story and metanarrative. It's one of the first Clickteam Fusion games I've seen for SBIGJam! (At least in my recent memory!). Well done for making and submitting!
If this is not irony. I'm very glad to Hear and See this from your side :)
its an intrentsing idea that rather giving player HP you tell them how much times they were hit, so thec can try get hit less times next playthrough, the screenflashing however was painful
Yes. When I tested the game, my eyes were as burning as my computer
A także nie spodziewałem się że kogoś z Polski zobaczę tutaj
I like the idea of getting hit as much as possible it threw me off when I did not die for getting hit and was pleasantly suprising.
I also like the art.
Glad to hear this
So, it’s an alright game, but there are a few issues with it, and I have some constructive criticisms for you:
Remove the screen flashing. Seriously. It’s honestly painful to experience, and instead of helping it be an amusing bit of “So bad it’s good”, it instead heavily errs into the territory of “So bad it’s terrible”. If you want to use a funny screen effect that messes around with the player, consider trying to do weird stuff with the game viewport (maybe make the viewport origin start to move a bit around the screen (ideally with some wraparound) so the player loses their bearings and messes up a bit, or maybe zoom in/out a bit, idk what’s actually possible with clickteam though), maybe mess around with the mouse sensitivity (again, throwing the player off a bit), etc. Those will be much less painful to experience, and are less likely to leave a sour aftertaste.
Add a quit button. Again, just a small quality-of-life thing, adding in a simple ‘press escape button to close the game’ doesn’t make your game worse at being “so bad it’s good”, but missing this sort of convenience feature makes the game end up being more “so bad it’s terrible” (or, considering the end of the game, perhaps making ‘enter’ close the game). Being required to alt+f4 to close the game ultimately does leave a sour aftertaste.
Incorporate the modifier of the jam into your game. It looks like you forgor to include the modifier of “Shh! The tortoise might hear”, which is a bit disappointing.
Add something meaningful for the player to do. Currently, the gameplay is just ‘use mouse to move thing around, get told how many things you got hit by after Some Time™️ passes’. Merely waiting for a timer (without any sort of real ‘lose’ condition) is honestly a bit boring. So, to fix it, I’d suggest probably adding in some sort of lifebar for the player (get hit by bullet -> that bullet despawns -> takes some health away -> 0 health = game over), so the player has a genuine reason to avoid the projectiles fired at them (instead of being able to idly wait a few tedious minutes for the game to end by itself). Alternatively/additionally, you could consider “replacing” the current timer used by the game with something that’s a bit more creatively terrible in an amusing manner. For example, what if clicking the mouse was a ‘shoot’ button, and you needed to shoot the Giant Enemy Circle to deplete its health (of course, a task that would take a stupidly large number of attacks to perform) instead of merely waiting for the timer to expire? Some creative terribleness like that, which actively involves the player, would definitely make the player feel more involved in the game, than like a mere spectator to some eye-strain.
Anywho, that said, the dialogue at the start was mildly amusing, the audio is alright, and the visual style is rather nice (besides the screen flashing of course). This game still has plenty of unrealized ‘so bad it’s good’ potential (and there’s still time for you to realize this potential!), but as it stands, it’s a tad underwhelming.
Thank you for suggestions pal. I'm too lazy noodle to release better version before deadline, but maybe in future I will fix some issues or even release version 1.5 or 2.0. Thx for play this junk :)