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Koishie's Berigoo Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #1 | 4.681 | 4.681 |
Story / Writing | #30 | 2.542 | 2.542 |
Concept | #30 | 3.583 | 3.583 |
Overall | #31 | 3.278 | 3.278 |
Gameplay | #39 | 2.722 | 2.722 |
Audio | #40 | 2.403 | 2.403 |
Challenge | #41 | 2.403 | 2.403 |
Use of Theme | #43 | 2.472 | 2.472 |
Ranked from 72 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I definitely could've expanded on the danmaku elements, adding a better boss battle to the end. It would probably have been possible in the time frame, but I spent too long on debugging and getting what I had playing as well as possible. It's still kind of rough, but oh well, at least I submitted on time.
Thanks for the kind words!
Like most have said, the artstyle and execution of said artstyle is pretty incredible. I like the level design and the way you are using collisions with this unique perspective. The game didn't have much depth considering how quickly you can blaze through it and beat it without much challenge, but it's a surprisingly adorable and fun experience. Nice work!
Yeah, the collisions were probably the hardest part to figure out and fine tune. I've had to go back and forth quite a bit with my artist, whom I had only told to "draw a level," and that "I'll figure the rest out." Probably not the best idea in hindsight, but I think it was the only way we could've finished this game on time. All the art in the game took about 80% of the dev time, so I couldn't really add much more.
Thanks for playing!
Quick edit: the collisions in the last level are actually fully 2D, while in the rest of the game every scene is three-dimensional, everything is mapped out with 3D colliders and rotated at a 45° angle.
Berigoo!
I definitely didn't expect a Numenoko art style. The artist had done a splendid job!
Unfortunately, however, the art style more or less carries the entire game. The Cirno boss fight isn't particularly interesting, and you can't really interact with anything else. If you do make a full game with this style, I would love to see the style reach its fullest potential with lovely gameplay.
(I find it funny that even though Koishi's trying to get the corndogs, Satori ends up feeding her flan in the end.)
Thanks! We wanted to make a quick game that would be fun for both myself and the artist, so we decided on simple gameplay and a fun art style. I was kinda bottlenecked by the speed of the artist for most of the development time, though, so we couldn't really add much more to the game.
Koishi is actually trying to get the flan from Cirno, the corndogs were just a little joke we wanted to put in the background.
I love the graphics.
There's a little bug : I can keep hitting the SPACE to fly.
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