I'm not sure what I like better, the fact that you gave pretty good advice or that you back after playing the 3 days ago and giving that advice.
I think the shadows 100% would be a lot more helpful as well as the color! I really wanted the Trial themes the same color to convey their themes, but after seeing your post I totally should of made those blocks that color. It really pops! Or at least have a shared dark purple between both trials. Would of saved me some time too!
Next time I'll definitely add a little more color variety not just for looks, but to help the player know what's what. Thank you for taking the time to make that great example!
It'sJustJ
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Thanks for playing not once, but twice! I think you're the first person to do that besides me, so that's awesome to see!
I feel the swords add some replayability! I personally like using the Rapier because of how fast you can shoot charge shots! If we had more time, we would of made the swords more like classes with different numbers of hearts and charges. I think that would of really spice things up!
As for the Boss, his health is definitely a bit too high and going forward I will make sure to avoid that!
Thank you! We really tried to catch the feel of that class Legend of Zelda feel and movement! I'll have to look into the direction changing thing more closely in the future seems like a nice add for PC players!
As for the Characters, the Protag is 100% inspired by Sir Frog. Our artist did some good Frog artwork in the past and I thought that would be perfect. It was his first time making sprites too! Very happy with his work! Thanks for playing!
A good game jam submission!
I really liked the menus and the overall premise, it fit the theme pretty well! The movement and instructions were good!
I also like the Rainbow Orb! It was fun slashing through multiple enemies at once.
Things I'd tweak:
- Enemy spawning, I literally lost them for 5 minutes before they caught up to me.
- Enemies keep getting stuck on terrain, which is a great way to break them up but they get stuck there!
- I should slowly gain power over time instead just purple potions. They are definitely a big help, I just feel like that shouldn't be the only way I gain power. (Rainbow Orb included)
- I should be able to level up at anytime or at different levels. With how you guys have your leveling system I think the first option is better, lets me save up!
- Parrying doesn't seem useful at the moment, if certain enemies winded up powerful attacks that I could parry that would be cool. Maybe you could make Parrying your main method of gathering Power!
- Rolling needs to take you farther, pair it with a darksouls like parrying mechanic, and you got a nice Dark Souls Survivors sandwich!
Here's a cool concept you can experiment with:
Honestly, I think a great way to make this game feel unique would be having one giant version of those node stone in the center of the map (you can keep your leveling system with this), you can give the Node Dark energy to expand a circular border. You'd be able to reach cool points of interest this way as well as find loot.
Think of it sandwiching COD Zombies with Vampire Survivors. You can make a variety of maps based on this idea with unique locations. As you expand though, you'd need smaller versions of the Node Stone to act as teleporters! That way you can manage large hordes and go back to the central node easy!
Add the Dark Souls rolling and Parrying recharge system and this game will have a unique feel to it!
Explore the idea and see what you come up with! Good job!
Hey, appreciate you streaming the game! It was a fun watch!
- As for movement, we wanted to really get that classic Legend of Zelda vibes. Meaning you can only go in 4 directions, as for the charging ability, we took notes from Hollow Knight's Healing Mechanic. Forcing players to strategize when to charge shots!
- The Great Sword Sacrifices attack Speed for High Damage. Could definitely need even more of a damage boost though.
Thanks for the great feedback and honest review! Wouldn't have it any other way!
A great concept for a Rhythm Game! Definitely worth exploring further.
What I liked:
- The Splitting mechanic
- How the squares showed the beat!
- The organic controls, felt natural
What I'd tweak:
- The Electron should turn white for a second when the player hits the Shoulder Button, giving them feedback of their button press!
- Change the Timing Circle to a different color, that red made think me I did something wrong a few times. Changing it's opacity to a brighter white would work!
- Trigger mode (Where I didn't have to press) Should be practice mode! It takes away from the challenge other wish.
- Maybe have the camera a bit higher so you can see more squares coming.
- I'd change how much Power I lost if I missed. It felt like I really didn't have to worry about missing too much.
What I'd add:
- Different Electron Color options! Just a fun add, you would be able to select colors of the split mode and the color when they are fused is those colors are fused.
- Adding spikes or some sort of obstacle that damages your power. Think like beat saber! Could have spikes and obstacles lol
Thanks for playing! The tiles are definitely something people have been having trouble with. This was my first time actually making tiles so this is great feedback! Going forward I think I'll make floor tiles darker and collide-able stuff easier to spot!
As for the collisions, the collider is definitely a little rough when you go to the second blue room. I think that's because the character's size doesn't match the hitbox! Thanks for the info!
A fun and refreshing concept! I think this game would have a lot of potential with some polish! Great work
What I liked:
- The concept, very fun and interesting
- Gameplay, the fast forward feature is a great add! How you fight as the Boss is interesting too!
Things I'd Tweak:
- Add the ability to resell monsters or traps (or undo at least), I accidentally placed stuff a few times and wished I could fix that.
- The ability to heal after each hero defeated! The way I would do it is give the boss Purple hearts, each time you defeat a hero you are healed 25% of their total heart value (Purple Hearts on them would indicate how much you'll heal). That or you can buy hearts at the cost of gold.
- A special attack that recharges overtime or a number of heroes defeated. It'd be useful if I was hurt or a hero was really strong.
What I'd add:
- The ability to see the hero's path and how what you place affects it. Would help Players plan more.
- Random Rooms, I think it'd add a lot of replayablity if rooms were random.
- Mini Bosses, these guys would be expensive but could be useful wearing down the hero.
Treasure Chests, these would be a great way to make the hero break off the beaten path to you, you could line the room its in with traps! Could also add mimics too with that.
- A Boss Key! A high priced item that would force heroes to search rooms for it. Add the ability to hide it inside treasure chests (or mimics he he). It would only appear in the last chest in a dungeon that the hero opens.
A fun and refreshing concept! I think this game would have a lot of potential with some polish! Great work
What I liked:
- The concept, very fun and interesting
- Gameplay, the fast forward feature is a great add! How you fight as the Boss is interesting too!
Things I'd Tweak:
- Add the ability to resell monsters or traps (or undo at least), I accidentally placed stuff a few times and wished I could fix that.
- The ability to heal after each hero defeated! The way I would do it is give the boss Purple hearts, each time you defeat a hero you are healed 25% of their total heart value (Purple Hearts on them would indicate how much you'll heal). That or you can buy hearts at the cost of gold.
- A special attack that recharges overtime or a number of heroes defeated. It'd be useful if I was hurt or a hero was really strong.
What I'd add:
- The ability to see the hero's path and how what you place affects it. Would help Players plan more.
- Random Rooms, I think it'd add a lot of replayablity if rooms were random.
- Mini Bosses, these guys would be expensive but could be useful wearing down the hero.
Treasure Chests, these would be a great way to make the hero break off the beaten path to you, you could line the room its in with traps! Could also add mimics too with that.
- A Boss Key! A high priced item that would force heroes to search rooms for it. Add the ability to hide it inside treasure chests (or mimics he he). It would only appear in the last chest in a dungeon that the hero opens.
Thanks for playing! We really tried to hone in on those Classic Legend of Zelda vibes. Originally there was supposed to be 4 trial paths with secret rooms hidden (you'd get heart pieces and potions), but sadly we had to sacrifice content for gameplay.
We weren't even sure if we could do the Boss till the last day and a half. In the end it worked out and I learned a lot!
Thank you, my team's artist did a great job, it was his first time doing sprite work!
As for me, I wanted the Boss to reflect the dungeon itself. The central idea of it is the Red was more physical combat focused and the Blue was focused on using your beam attacks! I wish we had more time to convey that theming more! Thanks for playing!
Hey, thanks for playing! It's really cool that you played our game, I really liked your guys' submission!
As for the tileset, what made them hard to read? Was it their brightness? I'd like to know for next time.
As for the Boss's health, yeah it is pretty high. I think its about 144 hearts, I wanted to get adjusted to about 100, but that might be too high as well. Definitely something to keep in mind for the future!
Thanks again for playing and your game's got my vote for the Grand Prize!
It does, I can dodge the gun a bit better, but I still get hit usually.
I think that expanding the level as you get bigger would fix that issue. Maybe after the Jam, you guys could make the Frog an original character and keep iterating?
I would love to see a stage that's the Globe! Then maybe one that's the solar system. Definitely a lot of potential outside the jam! Good job!
Soooo, ummmm I may of found my vote for the Grand Prize Game! It's felt more like a demo than a game jam submission!
Things I liked:
- Artwork! Got a nice crunchy yet clean style. Looks like a Sega Genesis Game and Flash Game had a baby! A beautiful baby lol
- The music, got that right amount of Sega funk to it.
- General Gameplay! Very fun to play and I really liked how I could grab enemies and shoot shrapnel with them! The Scoring system was very nice!
- UI and Menu! Gave me all the info I needed to play!
What I'd tweak:
- The Glass is a little hard to see, can we add a blue tint to it? I had to get my face to the screen to see it sometimes.
- When my Power bar is getting low, I think it should beep. The pop up works, but I think it should start beeping a little sooner so I can look for a Power Station.
- Grabbed enemies should shoot shrapnel on one hit, it was kinda confusing sometimes when I grabbed an enemy and would throw him. I know they smoke to communicate that, but I feel that's hard to see mid fight.
What I like to see added:
- Let me grapple myself closer to walls, I think that'd be super helpful in future levels where Power Stations are harder to come by.
- 2 Player mode (If you make this a whole game)
I think this is an amazing game and will probably be my vote for the winner! I'd say work towards making it a full release! Great work!
A cool concept with a really good artwork!
Things I liked:
- I think that having the player's power going down as you beat levels is a fun mechanic!
- The Art, very good! (Almost looks like River City Girls!)
- Story Concept
- How you build up bombs!
Things that need tweaked:
- Some of the things you sacrifice! I think after too many levels, I think this mechanic would be too harsh on the player! I think there should be cap on how low a skill should go!
- Need to add Sound Effects! Sound Effects would communicate things like the Bomb Level going up or taking damage! You could hear lasers powering up before they hit you!
- Some of the UI needs some addition stuff, the Bomb needs an animation as visual queue of going up!
- More info on pick ups, all I know is the P raised my Heart Bomb level, I don't know what the orange ones did! (Maybe other weapon types could show up on the UI somewhere!)
- The writing, it doesn't seem too deep and doesn't make me attached to the Characters. Since the bosses are different versions of her, I feel that's a great way to learn more about her! Why does She like this guy so much she's going to different dimensions? Worth exploring!
- Bug fixes! My game did crash when I tried to go to the next stage! Sadly!
Summary: I think for the time limit of the Jam, this is a great prototype and I could see this getting a full release on Switch with polish! Good work!
Hey, this is a really fun arcade game!
I like how you made the seats match the Power bar! Let me know how hard I needed to throw!
Really fun art work with simple yet good animation!
I also like how you gave me instructions before I played too! Very nice.
Only suggestion I have is have a way for me to cancel a throw, that way if I get the wrong order, I can save time!
Honestly would make a great mobile game, you might wanna look into it. Good job!
Hey, it's cool that you made your first game!
Here's some feedback if you wanna improve the game.
- At the moment, it doesn't really fit the "Power" theme. I think you could do this by having coins that you collect to charge up a double jump! That or add the ability to double jump and collecting coins let's you do a super jump.
- Add some more space between the platforms and make them slower, it's too difficult at the moment.
- Random platforms and things like springs.
Just some ideas! Good job!
A really cool game with great artwork! Very fun to play! It felt like it would be a game you'd find hidden in Eastward!
Only issues I had were:
- The power ups felt like they weren't really helpful
- The extra lives felt like a band-aid to you getting too big to dodge the gun! Wish the level expanded with you so you had more room to dodge stuff instead!
Overall a great concept that could be expanded on! Good job!