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A Shattered Angel's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #3 | 3.369 | 3.369 |
Fun | #3 | 3.238 | 3.238 |
Art | #4 | 4.238 | 4.238 |
Theme | #11 | 2.762 | 2.762 |
Creativity | #13 | 3.238 | 3.238 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Likes:
+ Super polished, and super juicy. The game feel is just really good overall.
+ The voice acting is really well done, and the quality itself of the voice work is really high! I feel that there are moments where it might be a little overdone, but that could also be personal preference. (I haven't lived in a world like this so ¯\(ツ)/¯)
+ Really fun aesthetic. It really matches the mood of a more grim game like this.
+ Cool bosses and cool boss designs. This game's highlights are really centered around its bosses (And for good reason). It brings that souls-like energy to boss encounters where you know something big is happening.
+ Interesting lore going on in the background.
+ New game plus itself. Love games with NG+ where it's not just ramped up enemies, but actually adds new stuff.
+ Wunkus. (Wunkus)
Dislikes:
- The contrast between bullets and the rest of the game can be a little tough at times on account of the grayscale and how hectic the screen can get.
- The common enemy variety is pretty low.
- The switching mechanic seems a little underdeveloped to me. The two characters having different attacks is cool, but they seem to get in the way of each other more than is ideal for a fast paced game like this. I initially expected only the one you're playing as to have a hitbox, so both being active at the same time was a little jarring. It's kinda hard to dodge while taking into account both characters, so you end up just face tanking a lot of damage and really slogging the game down. Getting hit with either (And switching characters for that matter) slows the action down by pausing in the middle of important encounters which I feel could be remedied to really improve game flow. This could even be made up for by forcing the characters to share an hp bar, making the lack of hitboxes less important and tying into the theme more.
Super well done, and your work continually gets better and better! This is a fantastic game in its own right, let alone as a jam game. If you decide to continue adding on to it, please add more to the story and world. For what comparatively little there is, I'm already super intrigued! I'll take down whatever evils I have to if it means learning more about these characters >:)
Thank you for your comment!!! I’m really really glad you enjoyed it. I agree my enemy variety was small. I intended to add more but 2 weeks can only yield so much D:, also I DEFINITELY plan to expand on the swapping mechanic- absolute first thing after the jam. I really like your work, I’m very flattered you enjoyed mine! Thank you!!! Wunkus.
3 things:
1. The art and colors are great, and animations and effects are very well made and work nicely with the gameplay (consistency of style and the right stuff being emphasized vs. not emphasized, etc.). You clearly had an artistic vision you were carrying out, which makes it enjoyable to even just be in the game.
2. The voice acting is awesome! I don't know if the voice actress is still in contact with you but if so, let her know that she did a fantastic job! It really heightens the game's sense of stakes and makes you feel a more personal connection to your lantern companion (and her reactions felt genuine too---for instance, her reaction to the scene of the corpse boss fight gave me chills, which hasn't happened for me in a flowlab game before).
3. (I think sugarcyube mentioned this on stream) as cool as the massive shotgun is, it would be nice if it was a bit shorter, so that you aren't firing behind enemies that are close to you. Maybe the barrel length was intentional? But then you have enemies like the angel boss that teleports right up next to you (which by the way I think should probably have some kind of telegraphing animation beforehand since it's currently super sudden; the later boss is slightly better in this regard since it has a delay before it reappears). Anyways this wasn't a super big deal, but it was slightly annoying in just a couple of spots (e.g. in a few rooms where you start with enemies really close to you with no space to evade)
Phenomenal work overall, I could probably spend a while just exploring this game (are you planning to add more to the levels after the jam?)
I actually plan to (hopefully) make this into a full game at some point if it’s received well enough! This could be my magnum opus, and it was really, really, really fun to try something new for a change after 5 years straight of nothing but Eldabyss.
Thank you for your feedback Brickccentric! I look up to your work, and this is all very heartwarming to hear from a figure like you!
what a pleasant game (: I like the bossfights and the levels are neat, if not a bit cramped sometimes.
I loooove the voice acting! there isn't enough of that in game jam submissions, let alone flowjam ones, very fun to hear (:
if I was a shattered angel living in a black and white world, I would hate for it to be this one. I don't want giant eyeballs the size of my entire body to exist.
Thank you! I’m very glad you enjoyed my game!
This is great, however, I do have some problems. Firstly, why does the chud lantern have a hitbox?? It feels really unfair that, despite you dodging the bullets, you still get punished because the lantern got hit. I also feel like the enemy bullets should be more distinct and visible. Having to put thousands of dollars worth of lead into these stupid eyeball things just to progress is pretty annoying, and they’re not especially fun to fight. The 2nd boss also has some performance issues.
I find this all a bit harsh (I’m not sure how you want me to improve here - it’s just kind of saying what you didn’t like) but feedback is feedback.
Submission unlocked. I would still suggest waiting until the Jam concludes to play it.