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The Yokai's Spirit's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #25 | 2.001 | 2.077 |
Art | #25 | 2.372 | 2.462 |
Overall | #30 | 2.020 | 2.096 |
Creativity | #33 | 2.150 | 2.231 |
Fun | #34 | 1.557 | 1.615 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This game was very frusturating. You can't see far enough ahead to figure out where/when to jump, you have way too little health, the orbs don't heal you for a lot, you can't double jump if you jump from an enemy or a shrub, and the physics are wonky.
That being said, the art is pretty cool and I really like the tileset! The attack animations are also cool. I just wish I could beat the game, because fighting through or rushing both resulted in me just dying over and over.
I can see that a lot of effort went into the sprites and animations, very fun (((:
the platforming and combat seems pretty rusty but that's no biggie, that can be fixed later no prob. (look into collision groups)
my rating: 1 demon goop substance out of 1
I really like the art style! the animations are very interesting too, especially the overhead slash one. gameplay is pretty frustrating, damage sound should be changed, but those have been mentioned in other comments.
my suggestions are for the feel of the movement and animations. the animations are good.
1. turn the player into a capsule so they don't stick to walls.
2. separate the player into two parts, probably with the legs being the "real" body, and having the torso and head as an attacher, so that the attack animations can play while the legs are still doing the appropriate movement.
3. speed up the walking animation to match the speed of the player + this is one animation that I don't like as much, could use some work meanwhile the others work really well as is.
Paisly Pug,
The player has a double jumping ability and a dashing ability, and the game is not meant to be easy. I placed a few more of the soldier enemies before the deadline to give the player a chance to see what it would've been like if they killed a bunch of enemies later in the game.
I did not have much time to add much audio, as I said, I was on a tight schedule.
-
MUGRootBeer,
The point of the game was to choose what enemies were necessary to kill to complete the level. Of course, the level is unfinished, so I increased the number of enemies, and healers.
great story! attack animation is a little slow though
The bullets are hard to dodge and it feels like killing some of the enemies is necessary to progress when it should be the player's choice.
It feels like the bullets are undodgeable because your jump height is so low, the taking damage sound is incredibly annoying, theres no death sound and the only thing that feels semi good(killing enemies) is punished.
Developer's note:
Due to a tight schedule, I, Ember Y, was not able to complete the game. Updates will come after the Flowjam deadline.
The game is playable, but not completable as the player. The file here was created in about a week of development.
-Ember Ren Yatoshi