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How does your game relate to the theme?
You control an angel and a demon that keeps high-fiving around you. You have to use each of them to break the correct shield then high-five the boss itself. The polarity, or opposition of angel and demon and how you need to think about them differently. And also the collision of opposite entities to release a powerful attack when the boss is disarmed.
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https://docs.google.com/document/d/1R-0SinlsQrino8dhmGa-kVTxcIs2Dz5dlAsyKRaL5jI/edit?usp=sharing
How many team members does your team have in total?1
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Thanks for hosting! A friendly and well organized game jam
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Comments
The art and polish on this game is insane. The micromanaging game with the entities was also a really cool interpretation of the theme. I do agree with some other comments about dodging being a bit counter-intuitive to most other bullet hell style games, but that could just be me not used to being invulnerable. It also feels a bit bad just waiting until one of the high-fives generates a sword, maybe it would help by adding some sort of indicator to show how many high-fives left until the next sword generates? Really good job nonetheless.
I had implemented a HUD bar that filled up and the token spawned very predictably every 7 high fives or something. I changed the calculation on purpose and removed this bar. I wanted it to feel a bit more random and the player to be able to focus on dodging, and then having to plan and improvise when the token spawned, I wanted this feeling of "when is it coming?". Also I did not want a hud bar just for this system, so it was a win-win for me. Currently, each high five that doesn't spawn token increases a chance of spawning by 4%, and when it spawns, the chance is reset to 0%. Sad to hear you didn't like this unpredictability, and thanks for bringing that up. Maybe it is still something to look at and study in future playtests and feedbacks if I keep working on this game. Maybe showing some kind of visual aid when the chance is high so players can manage the expectations better can make this system feel better too.
About the counter-intuitive part of the player's body. Yeah, that's a bummer, I didn't factor this would be such a friction. Still thinking about how to make this part smoother.
Thanks a lot for the feedback
wow… you did this solo? Thats impressive! Your art is so great, felt like a smooth Gameplay and i like the Color Palette very much.
Yes, it was a solo project. Thanks for the kind words!
Wow, that is so impressive ! :D
I really like the unique mechanic of high fives, and the gameplay too!
Thanks a lot! Glad you liked it :)
The graphics are awesome and the game feels polished, but unfortunately, the main gameplay mechanics were not fun for me.
Dodging attacks is a bit counter-intuitive because usually, you focus on the player character. Here the player character doesn't take damage. The demon and the angel take damage instead, but you don't have complete direct control over them. It doesn't feel like slowing them down gives you enough control to dodge the attacks.
Thanks for the feedback! Well, it looks like it is not for you then, unfortunately :( i personally found it fun while iterating and built everything around it. It does take a bit of adjustment though.
But your comment was helpful to show this might be a common point of friction if i wanna keep working on it, thanks a lot
This game features very lively and cool pixel art,great work!
I struggled a bit in the beginning but could finish on my fourth try. It was nice and fun to play!
Incredible gameplay and art style! It was a little hard for me to understand the mechanic in the first place, but after I knew how to play, it is very interseting.
This was fun to play! There's definitely a learning curve, and I struggled a bit to make any progress at first, but the mechanics are very interesting. The art and sound are great, and overall this is really polished. Great work!
Thanks a lot! Glad you had fun :)
I absolutely loved the pixel art, it was so cute! It was at first a challenge to keep the angel and demon from taking damage, but it became a really fun aspect of the game for me.
Glad you had fun despite the difficulty! Thanks for reaching out <3
You sir are a professional, I am really impressed by the amount and quality you did on your own in these three days and this game is what I imagine a first place game would look like.
good job, and good luck!
Thanks for the kind words! It was very intense 3 days. Fingers crossed to get an award haha
very fun and the sound effects especially were so juicy
Thanks! <3
After i realised what the shield color on the monster mean the game became much easier. It takes a bit to get the hang of it and its really fun nd well polished. Just a a bit hard
Thanks for the feedback. The shield color is the worst explained mechanic, should have made it clearer in the tutorial, at least. But ideally, a better in-game feedback when you collect with the wrong entity would help. Also It could be a bit easier, yes haha