Thanks for the feedback! And you are right the throw projection is not a 100% and it should, sadly could not fix it in time, but is a high priority post jam judging period. Also the contact tint is misleading as it means that the axe made contact, but the green color and context reads at it should stick.
Kodachi Games
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Was really fun see you play on stream, thanks again for playing and for all the good and clear feedback. I'm glad it felt fair as it was the big drive behind the "throw preview".
For the lamps I must confess they were a last-minute addition that did not go through the 'art department' , she was also horrified, but it was to late to go back XD
Look, feel, sound design and music, are extremely polished, really surprising at first glance looks like a finished game, gives a really strong first impression for a game jam game. Gameplay wise, i was a little confused at the start, but kind of got it after the first "PLAY". I kind of felt like i was guessing while selecting the cards, as there was not enough information for me to plan.
By itself is kind of hard to understand how the "structure" of the game works. After reading the explanation, it is more clear, and makes me even more curious in how a more complete/bigger version of this game would be. Its the kind of game i would love to make but i would not even know where to start XD.
Of course i didn't read anything before i play, because i 'am that kind of player. sorry
Nevertheless, i feel this game has lots of potential, it already feels extremely polished, if you ever decide to update it i will try it again. Easily one of the more promising entries i have played so far.
Yeah, that was hard, can't complain really, our games are like cousins, so i should have expected that.
This kind of games can be really frustrating so adding the 2 difficulty modes is a really good idea.
Physics felt a little floaty, but but thats probably a taste thing, i enjoyed it, for a time, then i got angry which means you succeeded XD. Congrats!
Really interesting concept, i don't know much about music, so I'm pretty sure a lot many cool things were lost on me. But that being said, clearly a lot of effort was put into it. Art is nice! Gameplay wise i got a little confused. At the start i thought the combo/rhythm sequence was going to be a really "core" part of the experience, but i ended up not using/understanding it really.
If this were my game (which is not, so i probably have very different design objectives than yours), i would kind of design, some enemies to be, highly weak/resistant toward specific instruments, to push the player to adapt into different situations. Of course, this requires a lot of iteration, time, and design, cant really fit all that in a 2 weeks game jam. That being said, i don't have to much experience on this kind of game, so my feedback may not be the most adequate. Nevertheless, is a cool concept, with really cool music and sound design that is directly linked to the gameplay which makes it stand out. Congrats on making such a cool entry while adapting to the best of your team, keep it up!
Thank you so much! Such a nice comment. Congrats of figuring our how to control the weapon spin not everyone does but it's always satisfying when they do :)
And you where spot on with the simplicity, we wanted a simple mechanic to give us time to polish (last year we overscoped and neither the development nor the game were fun).
Also many players have said they where not able to unlock the weapons, so post jam judging, we will upload an update that makes it easier (we didn't unlock them from the start because the level was designed for the axe but sadly the stage 1 is to long)
Very cool concept and the art is really cute. Love that the enemies can also possess the weapons, is really interesting how every now and then you end in a little race with another ghost to pick a weapon.
For a feedback i would probably make the game a little faster at first as it is a little to easy once you understand the idea (you could attach the difficulty with the amount of enemies defeated, so the better players will find a challenge faster and the more chill, can progress at their own pace). Also the cooldown of the attack should be (in my opinion) communicated in some way, like a progress bar.
Also the hitbox in the enemy spears can be a little misleading.
The game concept is solid, in my opinion, just needs a little work on the juiciness/gamefeel.
Congrats! (and thanks for playing our game on stream)
Not really my kind of game so take my feedback with a grain of salt. Idea is neat, the few times i got the flow of the game, it felt really well, but reaching that stage was hard and a little frustrating. I think the difficulty curve could be a little more soft (good players will, advance fast anyway, while we the slowest ones, will have a better time learning)
For MY taste, there is too much text at the start, in general i think that, the more invested the player is in the gameplay, the more lore and text you can push to them, so at the start of the game dialogues and instructions, should tend to be more short, and concise, and once the player is more invested then you can start to unfold more of the story. Again this is just my taste, there is probably people that love this kind of pacing.
Nevertheless, when you get in the flow, the game words, so there is potential here, keep it up, and congrats on your game!
Damn, thats a LOT, for a first ever game. Extremely impressive, the visual style, and audio really make this game stand out.
As a minor critic, i would say that the WASD, controlls are to heavy, i like physics based movement, but i think this one is a little too have in its response, i ended up, abusing the dash for movement. Also the speed on the player projectiles is a little slow too, so the controls don't feel really responsive, which can be a little frustrating. To be clear, i'm not saying you should make the controls super snappy (like hollow knight for example), but instead you could add a lot more force during impulse, and compensate it with a lot of drag. Anyway, that is just my opinion, and could be a taste thing more than anything.
Congrats on your first game and your first gamejam!
Really fun idea! keeping the gameplay part shot at the start and buying mana to gain more play time is a really good design in my opinion, lets a new player experience the gameplay loop fast first time.
My only critic would be that the ending was a little abrupt, i think i played 3 levels and then stickolas grew legs and thats it XD.
As a suggestion i would try some really subtle screen shake, and maybe a "combo bar" mechanic that depletes with time, that would encourage the most competitive players.
Anyway, gameplay is solid and has a lot of potential, congrats!
Cool game, i don't usually this kind of game, but at least for me the atmosphere works really well. Had some weird interaction with buttons, sometimes i put something above, but if i walk over the button, it gets released (even if there is still an object above it). I also got a little lost many times, this could be mitigated with a map/minimap (which i don't really like "generally" or having "landmarks", distinctive set pieces, etc. But this implies a higher cost /scope in the "art".
Nevertheless, is a game that clearly has a lot of work, congrats!
As it was already pointed out, the checkpoint system was an genius decision, (wish i had thought of that one for mine, will probably steal it as an accessibility option as well in the future).
Gameplay wise, is simple, challenging and well executed (a perfect example of the genre). The art style is nice and clean. Nothing to critic really :) Congrats on making such a well rounded game!
Really interesting concept, there is a lot of potential here. Art looks really good. Gameplay is promising i think with a little more polish/juiciness it would probably feel amazing. As a minor nit-pick i think 5 weapons at the same time is maybe to much, it could benefit from having a system that allows to swap weapons like, picking a new one drops the one you have equipped (so if the player remembers where a specific weapon was dropped, and they need that specific weapon with urgency, they could go back, while being chased, etc) . Of course this would need a bigger scope from the one of the jam, so is more of a funny idea than a real critic.
Nevertheless, the game is really cool and complete, and you should be proud, congrats!
Really like it, is a really clear aesthetic you wanted to portrait and i really liked it, it could use a little more time, but the fundation is really solid.
Gameplay wise my only critic is the Right click to collect, i ended up perma holding it, maybe you could make it so you have to spend 1 bullet to turn it on, and the make it turn off automaticly after shooting or dashing, this way, it has some limitations and risks. Nevertheless, thats only my dumb opinion, congrats on the game!
Loved it, i was starting to get anxious and then i ended up falling on the title screen, and haft the tension was released in a chuckle. As you said our games are similar, but is like we went through the "Jump King" way and you to the "Getting over it..." one XD. Loved the deformation on the sword, i wanted to do something similar in mine, but could not make it work in time. Maybe later i will come back and try again (fuck that pinetree).
Congrats!
Loved it, i was starting to get anxious and then i ended up falling on the title screen, and haft the tension was released in a chuckle. As you said our games are similar, but is like we went through the "Jump King" way and you to the "Getting over it..." one XD. Loved the deformation on the sword, i wanted to do something similar in mine, but could not make it work in time. Maybe later i will come back and try again (fuck that pinetree).
Congrats!
That was fun, and infuriating XD Physics felt really good.
I would suggest on adding some visual feedback for when the jump is available (like an outline maybe?)
The levels where fun, but the difficulty curve is a little steep, i think some easy levels with fewer targets at the start would be really beneficial, also the first level could be divided in 2, one for learning to shoot, and the other to learn how to traverse shooting.
Regardless this are just my dumb opinions, either way the game is solid and really fun, good job!