Play IsThataTelekineticMonk
Is That a Telekinetic Monk?!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #2 | 4.600 | 4.600 |
Gameplay | #4 | 4.000 | 4.000 |
Overall | #4 | 4.178 | 4.178 |
How much do you enjoy the game overall? | #8 | 3.667 | 3.667 |
How well does the game fit the themes? | #8 | 4.600 | 4.600 |
Did you make it in 3 hours (put 5 by default) | #10 | 4.867 | 4.867 |
Audio | #11 | 3.333 | 3.333 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3 Hours
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Comments
This was a lot of fun! The gameplay felt unique and the juicing up with the blood(how do skulls bleed?lol) and screen shakes added so much to the experience! The animations for the skulls flying and spawning are so well done and I love how the monk raises his hand with every click and drag and the colour palette was a nice!
I really liked how the movement was acceleration based which caused the game to ask for a fair degree of forethought to each action or direction you take though the skull spawns were either too fast or needed a sound cue. I felt like I wasn't able to react to them as I should've been able to.
I loved how you could drag multiple skulls which caused me to run around the arena herding them so I could kill them in huge clumps! A scoring system that takes advantage of this would be so awesome! The score shown on the arena was a nice touch but it felt distracting for me because it was white as well and though I didn't see any skulls spawn on it(thus obscuring it), I felt like it still asks for too much attention.
I was also able to just huddle at the corner of the arena and drag any nearby skulls to easily net 100 points so I think the spikes should hurt the player too?
Despite these little nags I really really enjoyed my time here. Awesome submission!
Nice shake feedback when the skulls hit the spikes :)
Apart from the skulls occasionally spawning in the spikes, it's a well polished game and it's pretty addictive!
I loved the title for this entry!
The game itself is a very polish and awesome lookfeel game! I had some fun with it!
Nice work! Congratulations!
nice GFX ...and nice game overall ...liked it!
A very fun and challenging game! Nice animations principles and smooth camera shake!
Good job!
I agree with the comments below, the ability to grab and throw to knock heads would be great. Especially if it also puts you in danger. Nice juicy entry. The stacking was also a great way to feel like I was beating the game but it still proved to be a challenge!
I was thinking that it was really hard and then I managed to make 100 when I understood that I could continue after the gameover :)
Nice arts
Thats awesome man! great look and feel, the screen shake is good too. It is difficult but in the right way, where I felt the "damn, I can do better" which is just perfect! Good job!
Pretty neat idea - I'd love to play a postjam version where the monk gets some powerups. Game looks really nice too.
One thing I really liked was the ability to pick up multiple enemies when they're in the same spot. Most likely a bug - but it was very statisfying to use :D
Balancing in such a short timeframe is tough but since the game itself works so well, I'll give some feedback for that:
-The arena feels a little small sometimes compared to how big the player and the enemies are. It got a little better when I noticed that the spikes don't hurt you but I don't know if that's intentional.
-The enemy spawn in the field and - for my liking a little too fast and close. The game promotes creating a path with your ability but the fast spawns can ruin that aspect. Maybe check how close the player is to a spawn to balance it out a little.
-The game got a lot easier when I just focused on smashing the skulls - barely moving my player. Maybe the monk is lazy but I think there should be some kind of punisher in place for lazy players like me. :)
Anyway: great entry!