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The Ladiator's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
USE OF THEME | #157 | 2.750 | 2.750 |
CONTROLS | #169 | 2.750 | 2.750 |
BOSS DESIGN | #190 | 2.583 | 2.583 |
FUN | #217 | 2.417 | 2.417 |
Overall | #220 | 2.486 | 2.486 |
SOUNDS / MUSIC | #260 | 2.083 | 2.083 |
ART / VISUALS | #274 | 2.333 | 2.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's take on the theme
The player will select a weapon to use from 3 changing options every round . The boss will then use the two that weren't selcted against the player for the duration of that fight.
Did your team create the vast majority of art and music during the game jam?
Yes the vast majority of the art. The audio was largely taken from OpenGameArt.org.
Did your game use PlusMusic?
No
Did your game use Playroom?
No
Did your game use generative AI art?
No
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Comments
I don’t know how to evaluate this, it’s an extremely crude and unfinished game. It looks like no effort was put into anything. Stretched Godot icons only complement the picture... It's a shame that character's sprites are not half bad, and all of the backgrounds\platforms and VFX's are so lazy and uninspired...
Appreciate that you think the character sprites are interesting! It's one of my first project I've been able to submit within the deadline, and it shows! Doing the art and programming all by myself was certainly a challenge, as each frame requires a level of detail that unfortunately didn't leave time for replacing the placeholder art I used while designing the stage. Completely understandable that it can aesthetically feel uninspired, I'm choosing to classify it as a prototype for an idea I found interesting.
Charming idea! I think one of the main things I felt was that the stamina gauge was a bit uncomfortable, because after a time of jumping and attacking, there wasn't really anything for me to do besides stand still and wait for it to come back. I think it could help if it recharged quicker, didn't apply to both jumps and attacks, or some balance of the two.
Besides that, I liked the powers and the implementation of the theme! It's a clever way to tie the player and the enemy together, and makes the world feel really interactive. Great work!
Thanks for the feedback and kind words! I did add linearly increasing growth on the stamina regen later on in design to reduce the standin around bit, but now that I'm thinkin about your words a mini game for stamina regen would be wonderful. I think something like dodging the attacks successfully adding back some stamina could enhance the experience.
Cool idea with the boss using the attacks the player doesn't choose. I wasn't really a fan of the stamina bar; it made it very difficult to effectively attack the boss, especially with how often it would teleport around.
Pretty good, I would of course like more boss fights and locations, but the weapons are well made.
Nice game, cool weapons!
Great job with the sprite sheets. Can always appreciate a good Godot icon prototype environment :D
Love the character design! Reallyyyy well-done!
Enjoyed using the different weapons to see what was best. Jumping a little too floaty.
I love the take on the theme, and I like the art of the player and boss, I just wish there was more of an environment though but still I never thought I would be enjoying to dodge snakes left and right lol, it's fun.
Thanks for trying it out! I would have loved to do the art for the stage, and had some plans to do some classical themed architecture mixed with jet engines for the platforms. Just ran out of time unfortunately but noted for the next one! :,)
Also glad to hear you enjoyed the snakes, they felt like a silly and necessary addition.