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Graveyard of Banners's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #180 | 3.941 | 3.941 |
Overall | #402 | 3.127 | 3.127 |
Gameplay | #453 | 2.706 | 2.706 |
Originality | #558 | 2.735 | 2.735 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Definitely an aberrant mood going here, the balance is pretty poor as it goes from not hard to, you are dead very very fast. No explanation in game of upgrades and there are far too many of them. Can't read the scrolling text at the beginning goes by too fast.
What do you like about your game?
I made all the assets myself. I overscoped abit and the game is abit lacking, i shouldn't have spent all my time for visuals. i optimized it quite abit too. the icons are made by me but it was before the game jam. i had no time to make new ones. Thank you to everyone for playing my game and Acerola for giving us the opportunity for a jam. I learnt alot from the jam. Oh by the way you might have to click the screen once before it will read input. I fail to mention it but this game is about spamming buttons quickly and it's recommended to keep pressing movement keys while attacking.
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Comments
gorgeously grim aesthetic! I especially like the planet-thing in the sky. the damage numbers detract a bit from the mood — it’s good information, but the way it’s presented feels like a compromise. the tiny UI at the bottom of the screen is pretty hard to read (seems like it doesn’t scale with fullscreen resolution).
the rest of my comment ended up being rather long, so I just wanted to preface it with this: I like the game, that’s why I took the time to ramble this much. sorry about the wall of text!
while it’s somewhat fun to spam attacks and see skeletons crumble, the controls are extremely janky. some attacks have insanely long startup times, which makes it feel unresponsive. the frame data is all over the place, making it really hard to tell when one attack stops and the next one starts. some inputs are ignored during recovery animations, after the combo input window. it doesn’t seem like there’s any input buffering, so trying to properly time the combos is not feasible. the inputs are just not very lenient, so spamming seems like the only option. I get that the game is made for button-mashing, but that sounds more like an excuse than a design decision.
the combat feels very shallow, there’s not much to do outside of mashing buttons and hoping your health regenerates fast enough to survive random hits from enemies. there are no real defensive options outside of running away while waiting for health to regenerate. movement is unruly and unpredictable, making it impossible to properly space attacks.
the upgrades are neat, but the upgrade menu is kinda “hidden”. I kept forgetting to spend my points between waves of enemies. also, it would have been nice to see specific numbers for each upgrade, to facilitate decision-making.
having separate stamina for each limb is a great touch, it encourages mixing up attacks. however, I think it’s silly to have separate upgrades for each specific attack, as it encourages using the same combo repeatedly (e.g. sword 1 -> kick 2 -> shield 3). in my opinion, it would be better to just have one damage upgrade for each limb (so 3 damage upgrades instead of 14-15).
the sprint-toggle affects leg stamina regen while not moving. also, it’s kinda weird to have it on E. I think shift is more intuitive for sprinting, and it would be nice with an option to hold instead of toggle.
the unskippable intro exposition hurts the game’s replayability a bit.
to conclude: the mood, setting and visual aesthetic are really interesting, but the gameplay is lacking depth and polish. I think you could learn a lot from researching the details of fighting game mechanics, it would even make you a better button-masher!
Great feedbacks. i was experimenting with slower recovery time so that it will look more movie like, that's why i went with spamming cause i guess it would be the easiest to make it work. i failed miserably. It takes too much away from gameplay like you said. Will take your advice and surf some games to find a compromise that works both ways. Thanks for playing and thanks for the compliments.
Hi, really cool game, I love the aesthetics of this one, it reminded me a little bit of the last boss arena from Sekiro, I don't know why, maybe is the long grass. The fact that you made all the assets by yourself is a big plus for me, I also love to make my own game assets :333
The gameplay is quite solid, the only thing I would suggest is to lower a little bit the health of the enemies, it takes quite a bit to kill them, nothing crazy tho. Overall a really aesthetic game, the atmosphere fits a lot with the gameplay and it's quite immersive. Well done, very enjoyable.
Good luck with the jam mate, cheers! <3333
Thanks alot for the compliments ! I will definitely tone down their health.
<333
grass looks good and the jump is funny
7 skeletons out of 10
thanks !
The gameplay felt a little slow and floaty, and I didn't fully get the pregnancy and upgrading mechanic, I think this is a game pretty far outside of the genres I like so maybe it wasn't for me
It looks really cool though and I had fun messing around with it!
Thanks for feedback
Great visuals, it's a really nice looking game.
I found the combat a little too delayed, for me it needs to be more snappy and more responsive.
Kudos for making your own assets etc... great job!
Thanks, really appreciate the comments, and thanks for the feedback. Will try to find a way to make it more snappy and responsive.
models are beautiful, background is pretty, shocked in runs in browser like this! the story is definitely off the rails in a great way. super difficult though! my only critique really is the amount the player moved during combo animations was a bit much IMO, toning that down could be better, but it's still a very impressive project!
Thanks for the compliments ! and your feedback is super appreciated. I'll try to find that sweet spot by toning it down.
quite fun, the subtiles were a bit hard to read, same for the ui, and i dident have the clearest idea of what was happening, tho killing skelly's is always fun,regardless of context.
im amazed the game ran so well, even on browser, kudos for that, also although not too complex, the background was quite visually striking,very atmospheric too, the sound design could have used some work, it dident feel very satsfying, and the quality itself was a bit bad,
overall really solid experience, and some minor tweaks could go a long way
Thanks for the compliments and thanks for the feedback ! I messed up the UI real bad like you said, i forgot to account for the possibility of fullscreen. It was a good lesson and i need to learn sound design ! and yes, the game needed many tweaks xD
I love the classic RPG vibe this game gives! Really cool game so far :)
Thanks :)
Fun game, I enjoyed the spam button simulator. All models are nice with great animation and movements that actually feel really nice to fight with (except for jump combos, if those exist). I think the setting is really nice too, compliments your lore well.
Others have given you the business about the rest (unbalanced, upgrade tree is unhinged, win condition), and I see you overscoped.
great work overall, leep it up!
Thanks ! yes, i did'nt have time to work with the jumps so they are clunky and no combos. I learned alot from these feedbacks.
cool flags
Thanks boss !!
The art was super well done. The animation for attacks work together really well especially in a combo. I definitely feel you about the overscope. I have a tendency to underestimate the amount of stuff I gotta do for jams, though I do the opposite where I focus a lot on the gameplay and neglect doing assets until its too late lol. You did really well for the time constraint you had though, good job!
Thanks alot !! and your assets were great. I really like the monsters and your main character.
This is such a stunning visual feat, the 3d models, animations and fluidity of the player and enemies is just so great. Loved the ability to combo, the fact that I'm rewarded for mashing all the buttons (which is how I play most fighting games lol). The upgrade ability was quite interesting, but the gameplay lacked a bit of diversity towards the end. This game reminded me a bit of an old game called "Die by the Sword", you shoudl check out some gameplay of it :)
Great job!
My spirit person !! This game was highly influenced by my inability to play fighting games properly.
Thanks alot for playing and thank you so much for the compliments. I had many ideas for gameplay but sadly I did not have the time to implement them, resulting in the game getting stale fast. Yes, I will definitely check out the game.
Even with the overscope the core gameplay loop is there, really great job. I love the animations and characters it has a 1930's stop motion (like og king kong) vibe.
Thanks a ton !!
I love how it looks!!! However, the gameplay feels a little weird (I felt it heavy and unresponsive), I guess because you didn't have much time to polish it bc, as u said, you foccused on the assets. x3 I think sound doesn't fit very well your visuals. Also, as the unskilled player I am (skill issues, ik), I died fast and couldn't find a way to easily restart the game.
Still, pretty impresive job! With some practice and experience, you could polish this game into something amazing!
Keep deving. <3
Thanks for compliments!! And thanks for the feedback!! I made the game with a serious Sam kinda vibe in mind, so I always playtest it in a particular style of play(I didn't even notice it). That is i spam buttons like a no brainer and smash enemies without much thought. Playing in this way felt smooth. Then I noticed precision players who tried to time their attacks and do not mindlessly spam the buttons felt it very clunky. This is prob the reason for the mixed review about the gameplay. Ithink I know the reason for it now and had to make some improvements to fit that style. I definitely learned alot from your feedbacks. This is the power of playtesting.
Graphics look really nice, the combos look good (even if a bit "floaty"?)
Thanks for playing and thanks for the feedback. I will definitely try to add more weight and realism behind the animations and the knockbacks.
Nice aesthetics, in particular the character models, just great. The atmosphere is also really nice.
Just a remark: when you died it seems that you are stuck. I had to close the game to restart a run. May be i miss something.
Thanks alot for playing. yes, you are correct. i forgot to add game over, i was very low on time and i just realised after it was too late. The only option is to refresh the page. Sorry for the inconvenience.
Really impressive how complex this game is! And the visuals are stunning :) The grass is 10/10 - very deep atmosphere. Great job :)
You made my day. Thank you so much.
i really liked this for what it is. reminded me of the game barbarian a lot
Thanks !! I'll definitely check out that game.
how much HP does this guy have? try fighting him for 10 minutes now.
It was good enough for me to play for this long, I just don't know how to win the game
i checked and and if you fight this guy at wave 5 he would've had 22 hp regeneration and 460 hp, and both doubles at wave 10. the hp regen prob is op, my bad i didn't get to play this version of difficulty. I didn't think anyone could've survived that long, considering the difficulty. Thanks alot for playing !!
I dont really get all the mechanics, but the execution is fun and fulid. Well Done!
Thanks, really appreciate it !!