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Ghastly Huddle of Sensational Thrills's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story / Writing | #13 | 2.768 | 3.037 |
Use of Theme | #20 | 3.410 | 3.741 |
Visuals | #21 | 3.477 | 3.815 |
Challenge | #30 | 2.734 | 3.000 |
Concept | #30 | 3.275 | 3.593 |
Gameplay | #32 | 2.734 | 3.000 |
Overall | #32 | 2.937 | 3.222 |
Audio / Music | #40 | 1.215 | 1.333 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
kurantoB, VItheSixth
Streaming Permission
Yes
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Comments
Fitting several (and color-coded!) mechanics into this is impressive, I like the space there is to optimize your approach and the extra dialogue you get for gathering more of a specific spirit.
Also Super Suika World run sprite of course
You receive: a running sprite with arms outstretched. I receive: A way to masquerade Sonic-style gameplay behind a Mario veneer.
Cute little platformer game - the mechanics all worked together pretty nicely, though I wish you could see all 4 phantom types' counts on the screen at once. Good work!
Yeah the design choices that went into the HUD was trying to preserve the low-res aesthetic while not taking up too much screen real estate, more tricky than I expected. Anyway, glad you liked it and thanks for playing!
i feel like the optimal strategy is just running back and forth at the top BUT whatever its cool i like the upgrades although its fairly hard to tell when im allowed to punch blocks and if the color of the block correlates to a certain soul color or level of wrath i need to have
japanese goblin
score: one forty one
Ah, yeah I can see why it's easy to mix up the wall colors and the phantom colors. Welp, trial and error amirite..? But yeah, thanks for playing!
...Wh-That score.. /what does it mean?/
I spent some time playing this game. It's quite fun and challenging, but unfortunately, I didn't manage to get enough blue souls to give to Yuyuko. Having a more visible invincible indicator (instead of it just blinking) would be nice.
Love the pixel art!
I didn't playtest it enough to smooth out the balancing but am just blindly hoping that it's at just the right amount of challenge, lolz. (This is why difficulty modes are invented)
It's actually yellow (Pleasure) that Yuyuko wants, and you get to keep all of it instead of /giving/ it away :P Collecting enough would just unlock some new dialogue from her plus she gives you free phantoms to pad that number.
Hm, the invincibility indicator didn't immediately strike me as something that can be improved upon, though suggestions are welcome!
Thanks for playing~
The gameplay loop is pretty sweet! Although I think the map would be more fun to run around in if it was a loop and I didn't have to hit dead ends. But overall the platforming is nice, and there's a certain charm to the collectathon objective!
Whoo ty for playing!
This game really nails the characters. The writing is great, as is the visuals. If the ground tileset was better, this would have been 5/5 in visuals. Also consider adding camera limits.
The main problem I have is with the level. It needs to be bigger, with more incentives to go to new places. I'm also pretty sure some section requires invincibility to pass through (like going down to the bottom level again), which is fine, but it would be nice if this was made more obvious so the player isn't baited into trying. It doesn't help that Youmu gets stuck in the bottom section, which incentivizes the player to just not go there at all, and just farm respawning spirits at the top level.
Sound effects could have helped the player know when they've gotten to the next level in an upgrade.
The foundation is solid enough that with just a little more effort, it would have been a much better game.
Yeah more and more of the game meta crops up as it gets played over time ^-^; If only I had more time to testplay.. Nice to hear about its potential!
There was an issue with the camera, I find it difficult to stare at the screen because of how the camera adjusts its offset in the x axis; the camera immediately adjusts the offsets and therefore makes it jittery when constantly flipping the direction of Suika. I think smoothing the camera out would fix the problem.
Excluding that, everything is great and the dialogues were lively and fun especially when referring to Suika!
Thanks for your feedback on the camera! The camera control was initially designed for something more Mario-esque where the player mostly just keeps going right - apparently that doesn't lend itself well to this use case and I didn't give too much thought to it. Whoops. Anyway, glad you liked it!
Took me a bit to figure out how it worked. The breakable wall system was really cool. It kept a feeling of progression in a one-screen game.
There was a lot of gameplay information that needed to be squeezed in both within the short duration of actually experiencing the game and the low res display so I just kind of hoped that things end up speaking for themselves, lol. Glad you enjoyed it!