Play hoojamaflip
Project Situs's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visual (AESTHETIC and Art Direction, Lighting, VFX, Animation) | #11 | 3.375 | 3.375 |
Innovation (DESIGN, Unique Game Systems, Use of Theme, Creative Ideas) | #12 | 3.125 | 3.125 |
Overall (THE BEST of the best, All other categories considered!) | #13 | 2.750 | 2.750 |
Audio (SOUND Music, Sound Effects, Quality and Use of Sound) | #13 | 2.750 | 2.750 |
Gameplay (FUN, Game Flow, Intuitive Mechanics, Difficulty Balance, UI/UX) | #16 | 2.500 | 2.500 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Tyler Mcclure, Ryan Samayoa, Karan Talagery, Michael Fluckiger, Axel
Third-Party Assets
This sound effect: gp5DWmsXUtw
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Comments
quite fun game mechanics :) i also really liked the visuals! i think seeing more indication of what the attack would do while selecting it would be nice!
nice work!! id appreciate it if you checked out my team's game too below
Things I liked:
- The visual aesthetic is very nice, as well as the general game concept. Gotta love playing the villain.
- There's a lot of small details here that I liked. I don't know what a "hoojamaflip" is, but it's very comedic.
- Good music.
Things I didn't like:
- No attack previews :(. I think that would help a lot.
- I'm not really sure how the player AI works, so it's hard for me to figure out exactly how to trap it. That's especially true with the above, since figuring out how the different attacks mesh together is more difficult without having a clear idea of what each attack does.
- Because I'm limited by "boss health", I first thought that the player had to get close to me to attack, especially considering the player's sword. I was apparently incorrect.
Regardless, good job!
HI CHRIS
thanks for the feedback :)
After the game jam is done, I might go in and add the things you've mentioned. I like the idea of attack previews and I'll probably find a way to add those in. The hero is meant to move somewhat like a player, looking for empty squares and moving when it can but occasionally messing up, though some playtesting and valuable feedback (like yours :D ) are good for balancing it out a bit. I'm very glad you brought up the inconsistency of the sword and the hero's attack style, might give him a bow or a "nerf weapon" after jam done :))