this is a parody game, the lady puts on more clothes as you get a higher score instead of taking them off.
Janksmith
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The project doesn't come with the manaseed sprite files, you'll need to download at least the free version of the manaseed character sprites from https://seliel-the-shaper.itch.io/character-base and import the files into the project, it's trying to find the default names for those files and they're not present.
Or just use VFX to make it clear the timer has restarted cause there's no clear indicator how much time left in witch time you have.
Vanquish uses a bar on the character model (who was very close to the screen) and bayo used a clock on screen that did a full revolution while in witch time.
It's weirdly easier to dodge attacks at real time than in slow time, so it's hard to check.
Looks great, the dodge roll when traveling up looks like it should travel further but it's probably just the perspective.
Love the mechanics "borrowed" from other character action games, very well implemented.
I want to be able to go further into witch time mahojo time if I keep dodging bullets while already in mahojo time as a counter balance to when the room is very full of enemies.
We had planned an explanation of why they couldn't use their phone, cause they didn't have the correct power adapter and it had died, but forgot to put it in the plot.
We used the star wars scroll cause it was a quick and dirty way to put a bunch of info in the player's hands so they could get to the actual gameplay part of the game as quickly as we could. Post jam we'll be re-writing the script and removing the limitation of having to get to the crux ASAP cause people who do play it afterwards will be more likely to stick around for more than 2-3 minutes to get the point.
To avoid jail reach the park, leave and then come back. that unlocks the cafe, then visit the cafe twice. The Alley is a safe place to visit several times because the police are clearly not checking there since the suspect man is actually selling knock off sunglasses (getting those sunglasses was something we had to cut for time).
In the burgeoning genera of precision platforming with imprecise controls the actions either need to be forgiving to allow for the player to adapt to the new control scheme on the fly or deterministic to allow for the player to intuit the changes as they happen.
The timer for the levels seems to be a bit too strict to give a player time to adapt to the changes, especially if they're using a trackpad.
Additionally the mouse over detection for the remaining buttons seems a bit hit and miss and would cause me to lose a lot more time replacing the action I didn't intend to remove.
If you're going to continue with this I'd recommend either going in the direction of giving more precise control to the player and doing away with the mouse component (as that requires taking hands off half of the controls) in favor of being able to hold some button to rebind what buttons should have or something or being more forgiving with the stages (by not making enemies 1-Hit-KO and instead cause physics effects like launching the player in the direction they came so as not to punish a small mistake halfway through a stage with the same punishment that a major mistake would cost).
Great implementation, the challenge with puzzle platformers in a game jam is that you have to make a bunch of varied levels to explore the mechanics, you've done a really good job with the levels you've put into this.
Only suggestions is to make it clearer how much of each type of movement the player has left, cause a quick detour to a moth or having a shot at a bit of platforming mid way through a level and getting stuck can turn gameplay sour for the player if the moth is clearly the better choice if they know how much movement they have left.
A great idea and well implemented, would love to see some extra control put in, like applying a minimum bounty on top of all existing bounties or getting feedback from knights if I insulted them with a low bounty. Or making chasing brigands about the map to increase their bounty easier by tying the increase to the scroll wheel so I just need to click on them once.
Would love to see this expanded upon, great foundation.
A great idea on the theme, I was having trouble knowing what the range of the items was so an indicator of their range would be a great addition for clarity.
The early levels could be more forgiving, and I'd love to be able to interrogate sheep before the wolf reveals themselves to try and prepare for their reveal if you work on this more after the jam.
An interesting game, it can be put into a bunch of genera by applying different lenses.
It can be seen as a turn based game cause you often have more than enough time to make a decision and since the levels are deterministic it can be seen as a puzzle game too or a resource management game.
Only complaint is the jump arc is a bit too sharp and with not much hang so I tended to jump too early into walls and restart a stage.