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Purple Rain's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun/Design | #17 | 3.958 | 3.958 |
Music/Sound | #18 | 3.667 | 3.667 |
Overall | #18 | 3.742 | 3.742 |
Theme/Limitation | #21 | 3.792 | 3.792 |
Technical Implementation | #24 | 3.625 | 3.625 |
Graphics/Animation | #40 | 3.667 | 3.667 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game implement the focus, Multi-Use?
Shoot to move combines the movement and combat abilities along with the controls into a single mechanic.
Team Size
Pair (2)
Completeness
Complete Game
What tools did your team use to construct the game?
Unity, Aseprite, Clip Studio Paint
Which art and audio did you / your team NOT create?
All music and sfx were not ours.
Which art & audio did you / your team create BEFORE the jam started?
All art made by us was made after the jam started.
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Comments
This game is a lot of fun, but I really can't master the movement enough to survive more than a minute or two.
Holy cow this was a killer game. The movement felt a bit extreme, but that's just if I'm being nitpicky. The game is a challenge, applies the theme well, and is a great jam game with potential to be something more. Keep it up!
Soo ummm... This game was absolutely amazing. And thats an understatement. The controls were tight, and the action kept me entranced the entire time (and the only reason I stopped (making sure to bookmark the page) was because I had to rate it and play other games (and I definately should not have been playing it on a laptop)). The amount of stuff you got into it in only 10 days is unbelievable as well. And the difficulty was terrific.
On the graphics side, I was annoyed by the background being in such a different art style to the foreground, but thats just a question of preference I guess.
Oh, and the idea of putting a demo in the menu was great. Definately gonna steal that