Oh sorry, it was late hours when I write it.
Simply check submitted games and compare html builds vs heavy UE5 builds with requirement to download.
I realized that we have no chance to compete, no matter how good our games will be.
Its my first gamejam and I got a little upset that the only way to compete its to create a light website game, usually 2d. The games like this one, dont have a chance and its not fair.
Ok, this game isnt perfect, but I feel like this is more challenging to make this type of game, and this type of game will sells more in steam, than all of this web minigames.
Going to feedback:
Over all, its fun to play this type games, and I Enjoy it.
Really good job on this game. Nice music and visuals. Perfect use of theme.
However I didnt pass the second boss, not because he is hard, because he isnt, but because how long this fight is. Simply in the middle of boss HP I quit.
I feel like the game have some bugs, because we can only deal the damage, when I am aiming the enemy by our cursor, and this cursor is moving.
The spinning ability is a bit confusing for me, because of inconsistency. Initially, we have to spin the sword by our mouse, then we can release its ability and while its working we do not need to spin anything. I feel like this game will be much more fun, if the spin ability wont exist, instead we will have to spin the sword manually and the damage will be bigger if the velocity of this spin will be longer.
Initially, when I got the information about how we would deal the damage to the boss, I thought that it will be messy to control 2 orbits at same time and it probably wont bring much fun.
But I was wrong. Synchronizing the orbits to reach the destination was really fun! Doesn't matter that we have to did it over and over until the boss dies.
Controls wont be messy, but it was something like taming the multitasking, and it was difficult but fun.
My main issue its that there is only one boss and maybe he is too easy, as I beat him on my very first run, while learning the controls.
But really high score and GJ!
You have to solve small puzzle to damage the bosses and this is really cool. Especially the first boss.
Other bosses involve ability o spin around them, that is usually the best way to dodge its bullet or find weakspots, so use of theme is really cool done.
My main issue its that beside first boss, other bosses are all the same, only with more difficult level. There is a lot of them. Maybe creating less bosses, but focuses more love on 2 or 3 of them will results better.
Usually I dont realise when I die. The respawn is soo quick, we spawn almost instant after the death, so it looks more like a teleport. Additionally its difficult to recognize when we receive a damage.
Over all high score from me, so GJ!
Really polished game!
Its really difficult setting, but it has potential.
I feel like the game will be much more cool, if combos will accept a key, only pressed synchronized with the beat, otherwise, combo will fail.
It would be also really cool if the bosses will let the player be closer and "dance" around, with cancelling animation. Right now, almost all abilities force the player to stay away.
But over all the game is really fun and I like that.
GJ!
Really nice job!
The level of details, the art style, everything is on really proffesional level.
I like that its a true boss rush.
I like the boss design, where we are punishing self and the boss only provoke to it. Its really lovely trick.
The main issue its with the pacing, where sometimes we have to wait for example 10 second without possibility to do anything. Phases where we should focus on dodge and survive could be fun, but over all in your boss design, we can simply spend this time in safe spot. So much time we got punished for take a effort, such as when we go through the waves of projectiles to move to the eye on the opposite site of the boss, only to shows that the boss close this eye without taking any hit.
Over all my score is really high, and GJ!
I just started the game directly from this page and I got really confused, while on the game webpage there is complex description. It would be cool to see this description inside game. The visuals are nice, giving a sense of unease, which is great.
Some animations needs a bit more love, such as sword attack. There is several bugs, for example i can see the damage vignette only on 1/4 of my screen, but nothing gamebreaking. Of course the V/O is not very polished, but come on, its a gamejam :D
Over all good job!
Oh too bad that you dont have controller. Im sure your game on controller will be much more enjoyable.
About the melee, I was trying to force myself to use melee, through the dash etc but simple the ranged attacks and focus on dodging is much easier. Maybe there is no enough reward for melee attack? something like big first damage when melee hits with a lot of velocity. Or simply, nothing force me to use melee on a bosses.
The music is dope!
I like the boss design and its balance, but healthbar is needed. I knows probably cuphead is a reference, but cuphead shows the boss HP when we die in a summary popup, and through the stages.
Also I dont like the our character art design. This is not a character that I would like to play.
Over all good job. I think its the highest rated game by my for now.
Great game!
I like the controls and the fact that the UI react to controller.
My main issue are the visuals. So many times the projectiles that we have to dodge, do not contrast enough from the background, so its difficult to see them.
Also i feel like there should be the ability to crunch or something like this, since I hate when the boss shot the projectile impossible to jump over without platform, but still low enought to register hit.
But this is a great game and it looks loke something that can sell on steam etc.
Really nice game! I love the beyblade spinners. Its always a great uses of theme.
And thats it, the rest is really great and I love it.
GJ!
This game doesn't look like a game made for a gamejam but a prototype for something bigger. There is so many things that are great. So instead of trying to list them I will focus on my concerns.
And again, great game. GJ!
To be honest I dont understant what is going on. First we are a boy and we have to walk without any jumping etc, then we become a small and spinning ball.
The art style during this platformer stage is quite nice,
But the controlls are difficult, seems like there is an cooldown after jumping into small platform. This issue ruin the experience as instead of satisfaction for another jump, we have to fight with controls to force this ball to jump.
Interesting concept. Its like a beyblade spinners and over all implementation of rules is quite nice.
The type of combat can be really fun in local multiplayer pvp, especially on mobile.
Beating AI is a bit too easy, but its ok.
The sounds :D Glad you for adding mute option, but I was trying to be fair and play with them. They are simply too hard and stiff. I almost fall from my chair into ground when the music start at main menu.
Just tested.
This project could be fun if you will speedup everything twince. Mana regen is too low, damage is too low, movement is too slow, boss windups are too long, attacks take too much time (we have to wait for a long time outside attack range area).
I like that the bosses have different abilities, but over all everything is too slow and this makes game too easy. Personally I only take a damage, when I get bored of waiting for a window.
Thanks for your feedback! I totally agree with you. This ranged attack is unbalanced and under polished.
I joined this gamejam a bit too late, and this leaves me no much time for pivoting, but over all this is my first gamejam and it was quite fun experience!
I will try to rate as much games as I can and for sure I will priority all people in my comments section.
First of all, maybe the issue its not the square models, but the texture.
Tiling
https://gyazo.com/74f77687236fe67c70c33c0d7eee1814
Texture blending
https://gyazo.com/3fffea6afb45f56c88e1186473d89f95
and over all the character model, and some other models on the map had the fuzzy texture
https://gyazo.com/247e633af07644eb0c8a14b357f8095f
something like this
https://gyazo.com/43fc35de35df4d8bbbbc113df7b9033d
but in dark fantasy style (btw ToonCar is a good reference for models shape imo, but maybe your should looks a bit more spooky)
But these square walls uses more realistic style brick texture, which seems like from the another style game.
https://gyazo.com/217a61ccc2998c9690a9a4e769ad941
and this seems off.
About the boss. I feel like there should be an attack, that is quite hard to dodge, so it will serve as a time limit. Noone will want to let the boss use this ability too often, so everyone will try to speed up the boss when he is easy. Speeding up things makes the mistakes.
Also, it will be more fun if there will be a possibility to deal more damage by doing something. For example hitting weak spots, or a heavy attack but with long recoil, or a poise bar on the boss.
And its only my opinion. Over all good job!
Very interesting mechanic, you should create a tutorial or at least write somewhere how to play, because I must figure out this by myself.
Idea is good, but I feel like some changes are needed, because while its fun, its very unfriendly. I dont knows exactly when the projectiles will start its orbit and when not. Usually orbiting objects stays very close to our character, so trying to push them into boss, make a big and unfriendly risk of collide with a boss. Maybe the boss should not deal the damage just because we touch him, instead he should make a quick melee attack. Or the orbiting range should be much bigger.
Nice platformer! It was fun to figure out how to pass to the boss.
Good controlls for gamepad, but it could be nice to have the possibility to change the camera rotation speed.
I like this player character model, but the boxes enviroment breaks the visuals.
Boss is too easy to predict I found the way to beat him on the first time. The hitboxes are not in sync with animations but it doesnt matter. The worst part of it is how long this fight is without aby changes. While it can be exited battle, this make the fight a bit too boring.