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How does your game represent "Power"?
parry to gain more power, collect MAX POWER to unleash a powerful screenwiping SHOCK!
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Comments
I was going through the comments for my game, and could have sworn I made a comment on this game, given I've rated but I guess I haven't. It was definitely a fun game. The parrying can get really difficult because there are SO many enemies that can all be swinging at different times, but aside from that the balance doesn't seem too bad. One thing I think could REALLY benefit that game though is just some juice. Make parrying FEEL realllly good (maybe sound effects, freeze frames, particle effects, just juice the hell out of it) given it's the central mechanic of the game, and it could feel absolutely awesome. Great job!
thank you for the kind words and I feel the same way. I really wanted to get more juice in but u know how game jams go, next year I wanna spend even more time on this jam
The music and art in this rule, and it was very satisfying to build up the ultimate attack and unleash. Also loved how well all the SFX fit in with the music. Would love a little more feedback on the hits and damage, but overall it's a really impressive package, nice work!
Pretty nice style. I really enjoyed the synthwave soundtrack (especially the way it doesn't cut when you retry, keeps me in the zone and makes me want to play again).
I did find that going for 1 parry -> ultimate was so powerful that dodging, attacking, etc were just entirely irrelevant, which is a little bit lame. The resource management aspect of attacks using your power is a fun idea, but in practice there's almost no reason to ever attack BECAUSE it drains your power. The dodge roll also feels pretty poor to use. It would be nice if it sent you a larger, fixed distance away (as a safer, but more committal option?), rather than just adding I-frames to your regular movement (isn't this what parry does already, for more benefit?). Generally, I would have liked to see more viable playstyles.
Also (I'm only nitpicking here because the aesthetics are otherwise quite solid) I would make sure that pixellated fonts like the one you chose do not render with antialiasing (those blurry edges). Usually just picking the right font size eliminates this problem. Nice work on the game!
This game is so stylish and has some really great aspects. I had a tough time figuring out the parry window both because enemy attacks are not super clear and there is not enough feedback to indicate a parry or when an attack lands on you. The leveling system is great and the core concept is very fun, just needs some polish. Love the music and art as well!
Super cool! I got to level 19 with 174 kills. I like the dark visuals paired with the relaxing music, creates a nice vibe. I think the parry window and hitbox feels a little too tight, couldn't get a reliable timing down. I really like the upgrade system where you only have a limited number of visits to the stone pillars, very cool. Overall great job!
thanks! will make sure to get to your game before the night is up!
Very slick, a pretty fun game. Love the music!
thanks! will make sure to check out your game before the window closes tonight
Pretty sick! I feel the enemies could contrast a bit more with the background though.
thanks for the feedback and yep noted haha, that will be changing in a post jam version
No wonder it has more than 100 ratings, Masterfully done! But an invincibility frame or two would really help haha
wow thank you so much for the kind words. I honestly can’t believe how many ratings it’s gotten and yea I definitely needed more time for balancing and need some more iframes lol
What a vibe! I think the parry system could use some work. I felt like it wasn't very clear whether or not I was successfully parrying, and maybe less enemies could have helped that
But I think the leveling system is an impressive thing to add. EXTREMELY fun to look at/listen to, a lot of dope features, just a generally awesome foundation. Great work!
This game looked great, but I think the gameplay could use a lot of work. A lot of stuff just felt floaty or unresponsive. I would parry attacks and still take a lot of damage from stuff I couldn't even defend against. It also seemed like attacks that I would parry still end up damaging me.
Besides that stuff the game looks great and the music and sound effects add to that. I really dig the atmosphere the game is going for, and if it was tightened up a little I could see myself losing quite a few hours to it.
thank you for the feedback, I see what you mean and would love to release an improved version post jam! for example there is no invincibility window after a perfect parry and that would make a big difference in feel. I am excited to play your game soon!
was fun to figure out how the power system worked! could definitely play this one for a while
Oozing with style.
Really cool game with one of the strongest 'presentation' in the jam I bet.
If I had to nitpick, I'd say the UI of the upgrade stuff could look better, especially comparing it with how everything else looks.
thanks for the review and I will play your game soon! yea it was rushed lol and definitely will be enhanced after the jam!
Very cool game! I liked it a lot, stunning sprites and music goes well with this gameplay loop. I could use some more visual effects on attacks, rolls and overall character, but despite this, really good job!
Wow, this game is fantastic. From the sprite work to the gameplay, I genuinely have like no complaints. One thing is enemy patterns being somewhat difficult to follow like sometimes slashes would be different for multiple enemies however I'd say that's also due in part to me sucking. It's seriously so much fun!
thank you so much! Can’t wait to play your game soon
Cool game! could benefit from a tutorial tho
Banger soundtrack and cohesive artstyle! IMO it might be slightly too challenging timing wise for gamejam game, but still fun regardless (balance is hardddddd in a few days haha). But I'm a huge parry fiend so I had fun regardless!
thank you! Yes exactly haha, I will be expanding and balancing the game for a post jam version but thank you so much for playing and enjoying this one! Right now it is beatable but you kind of have to memorize the timings and I will want the difficulty to start out easy but then build up to be hard in a full version
This is a neat horde survival game! One thing I didn't quite like was the fact that my main attack would eat at my power so it seemed you either wanted to only use main attacks in between some parries or you only used parry until you could wipe the screen, the ability to have both forms of attack be effective in their own right would bring this game out a lot. I really enjoy the vibe and really appreciate the ability to see your character in action with the How-To screen up, very nice touch.
Thanks for the feedback! I will definitely be expanding and balancing the game and will want to make the main attack a lot more viable (use much less power if at all). Your game was a blast!
Amazing presentation. Gameplay was a lot of fun. But I think game relies a bit too much on the parry. The game has a lot of potential!
thanks! Yea I would love to keep balancing after the jam and make other options more viable!
Power Parry! Farming enemy attacks for power leads to different gameplay, was interesting to try it out. Power upgrades are addictive in a good way! Also really liked the visual style!
Thank you for the game <3
Presentation is awesome. I especially loved the music and attack animations. Gameplay wise I felt like parries were very hard to time, but also incredible overpowered because you could just spam it. After I upgraded my health per parry I was basically invincible by just walking into huge enemy groups, spamming right click and Q.
Cool entry with lots of potential!