Rated! The music does not loop during the fight
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Chromos's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #4 | 4.127 | 4.127 |
Technical Implementation | #5 | 4.212 | 4.212 |
Music/Sound | #8 | 4.152 | 4.152 |
Graphics/Animation | #15 | 4.364 | 4.364 |
Fun/Design | #15 | 4.000 | 4.000 |
Theme/Limitation | #19 | 3.909 | 3.909 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
There is a boss fight, the player runs on the edges of shapes
Team Size
What main engine/tool/language did you use to construct the game?
Unity / C#
Comments
What a fun, well executed game! Could have been balanced a bit more, but boy was this good. And thanks so much for not making me start from the beginning with each death.
A really great take on the theme. Nice mechanics overall, but it took me quite some time to realise that the location of the mousepointer affected the jumping. It would be good if the tutorial part made that clearer. It would also have been nice with power ups or something like that in the boss fight, since it became a bit monotonous to shoot the small color dots when they had so little impact on the health.
Overall a great entry!
I am really digging this soundtrack, the jumping is so satisfying. Wish I could jump on place to know the height limit of the jump
wow. the rick roll. 0/5. jklol. beautiful visuals. would have liked the camera to zoom out to keep the boss on screen or something when i moved to the perimeter, kinda hard to know when it was safe to move back to the inside ring. also, to sort of make it more incentivized to stay alive, you could just allow the players laser to become more powerful over time perhaps. could really amp up the visuals the longer you stay alive/do damage. anyway, really high marks. loved the art direction, the boss attacks, the movement/shooting generally.
Excellent work on VFX and audio. Love the different instruments coming in at each boss attack, especially the "siren call" where a bunch of flying enemies appear and track towards you. The character legs, particles staying within the blobs, and all the blobby rainbow objects like wall-crawling enemies and the sea of tears the comes in from the edges, are all great tech demonstrations and very visually pleasing. The boss not resetting its health when you respawn works great, good pacing of the boss too. I like how you get spit out of its mouth, haha.
i saw this on the Unity3D subreddit, it looks amazing! I can't begin to imagine how you accomplished this using the IK system, but you've inspired me to dig into IKs. Beautiful art and nice polished results.
I liked this game a lot! The art looks amazing and very unique. The controls feel good an polished.
I also like, how the game doesn't let you start from the beginning when you die. This made it less frustrating but I still felt, like I mastered the game and defeated the boss after I managed to survive the final round of the laser in two directions plus color all around.
What I think, could be improved:
The part in the beginning took almost to long. If I didn't know something to fight would be coming, I would have gotten boared.
Also some anticipation from the boss would have been nice. In the end I managed to learn his behavior and his patterns but the lack of clearly visible anticipation made this rather difficult.
All in all, a great submission!
(Also: The thumbnail could have been chosen a bit better. It doesn't do the awesome graphics of the game justice.)
Nice game, cool visuals. The controls are good once you understand them. A little warning for when the laser starts would be nice and maybe make it a little bit slower. The laser got me alsmost everytime... Other than that, well done.
I expected more from the game the truth and it is because of how good it looks but how confusing the controls are also I see that it is repetitive and the laser beam is very fast xD
Hello, sorry if you didn't enjoy the game. I will copy pasta what we told people about controls, and why the 2D absolute way is better that the rotation (clockwise and anticlockwise) :
1) "We had a real thinking about controls and we decide those one were the best because of consistency. You always go where you want to go, some people find it not intuitive, they are true, but we didn't want to teach them the wrong way since it will lead them to bad interactions that prevent them to master the game."
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2) "I agree the movement might be a bit confusing and we argued about different approaches but for consistency we believe it is the only way to make some kind of sense. It is basically a 1 dimensional movement wrapped in 2d space so holding down a direction to keep moving made sense but visually at some point the player would've been going in a direction opposite to the input and after playing many games with this control scheme, when your reflexes kick in to dodge something as you are upside down with inverted controls, you will press the wrong direction ^^."
Really enjoyed this! Quite atmospheric and trippy while also delivering on gameplay with great camera movement and controls. Really well done!
Holy shoot, this game was so much fun! The art and music made it highly immersive, the boss was so easy to hate, and it was counterintuitive yet fun to try to think in terms of absolute space instead of just pressing right to move forward. Everything about this game was masterfully crafted, and even with a team of three, it's hard to imagine that all this was built within a week.
I can only give tiny pieces of constructive criticism - first of all, the initial part of the game was a little confusing, and I almost got lost a few times just because I was surrounded by islands and didn't have any idea which direction to head. I eventually figured out that I had to go in the down-right direction the entire time, but some kind of direction indicator near the start would prove itself very helpful in my opinion. Second of all, even though I was able to beat the boss eventually, the laser pretty much got me every time, especially when the outer area was filled with rainbow tears. Some kind of more recognizable warning for the laser along with more places to hide when the outer area is filled would've made the boss fight more enjoyable for me.
That's about all the feedback I can think of, overall this was a super polished game and is easily my favorite I have played so far. Thank you so much for making it!
Thank you for your feedback !
I agree the movement might be a bit confusing and we argued about different approaches but for consistency we believe it is the only way to make some kind of sense. It is basically a 1 dimensional movement wrapped in 2d space so holding down a direction to keep moving made sense but visually at some point the player would've been going in a direction opposite to the input and after playing many games with this control scheme, when your reflexes kick in to dodge something as you are upside down with inverted controls, you will press the wrong direction ^^.
Just so you know, I tried to check the YouTube channel because I liked your work very much! More people should follow the YouTube link, amazing content! Also thank you for making death on boss so forgiving, makes noobs like me finish the game! Very well polished, loved it, and especially the walking animation or the fact that the eye follows the cursor xD
That's the first game I'm rating 5/5 for any category. Guys, this is awesome. Art is incredible, shooting is sooo satisfying, the controls are perfect, the idea is great. The boss fight is also perfect, like it has several patterns you need to understand to win.
I have nothing bad to say about the game. Solid entry. Congratz.
Glad you take the time to master the patterns and enjoy the dynamic gameplay. We had a real thinking about controls and we decide those one were the best because of consistency. You always go where you want to go, some people find it not intuitive, they are true, but we didn't want to teach them the wrong way since it will lead them to bad interactions that prevent them to master the game.
the movement felt so good in this! i loved having to like trace my way around the edges of the various shapes. jumping was a litle tricky for me during the boss fight, but during the less hectic moments it worked really well for me!
the boss fight had very fun and different moves, i especially liked the simplicity of the long beam that forces you to hide behind a rock. i just wish that i had maybe a few hearts or something instead of instantly being killed. i reaaaaallly appreciated that getting killed didn't reset the boss encounter :) but dying instantly instead of having a few hits gave me less of an opportunity to feel like i was learning how to be better against this boss. i definitely WAS learning, but i think the feeling is there less when you instantly die.
art was beautiful! those colors were popping!! off my screen!! incredible
Thx a lot for this revelant observation. Our goal was to make people learning the patterns so you really understood what was going on. An idea we couldn't implement was to make a pseudo-life system (like "Garlic") where the character need two consecutive hit to be killed. First hit make you vulnerable and disable your shoot for a certain duration so you can escape or die (then being spitted again ;) )
Really really loved this game - one of the best character designs + movement mechanics in the jam. The audio and animation complemented perfectly to create a really polished experience. The on the edge theme is so well thought out and unique and I really appreciated being able to experience the full game and different phases as the boss didn't regen! The crying phase caught me off guard (in a good way) and i really liked how all the terrain had to be used to the best of your ability to dodge etc. Overall, amazing work!
This was an absolutely beautiful game. The tutorial implementation was perfect and had me prepped for the big boss battle, which ... wow. To have a set piece like this in a jam game is super impressive. And the game was just the right length for a jam. I was able to have an enjoyable experience without a huge time commitment. The sound, particle effects and animations all contributed to a great experience. Those blast streaks and impacts ... awesome.
The boss battle was visually stunning and felt epic, but I didn't feel any urgency as a player because my victory was inevitable. I'd argue that is actually nice for a jam game, so players can see the full experience through, but we all tend to take the path of least resistance and will optimize the fun out of a game if able to. Maybe a longer telegraph before the big blast swirl and a healthbar for the player (even if generous) would have made the fight more intense. And perhaps this was intentional, but I felt bad taking down this boss ... it had a charming face and demeanor. It's almost like I was bullying him.
Overall though, really well done. I think I'm at 30+ games played and rated and this is easily in my top ten. I hope more jammers get a chance to experience this and I hope this is part of a bigger project. This felt like a world I want to explore more of.
Wow ! That game is amazing ! the visuals are really neat and the audio fit very nicely. And the level of polish for 10 days is just incredible.
loved the movement system and the boss fight is very interesting and well animated.
Only little feedback, I'm not sure if it was intended or a bug but the boss life didn't seemed to reset after I died which kinda removed the challenge of it since I could just kinda stand still and shoot.
Appart from that, just amazing. you guys did a great job :)
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