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A jam submission

Battle ArenaView game page

Brackeys Game Jam 2025.1 Submission
Submitted by {mentalmonk3y} (@CraterGames9074) — 19 hours, 9 minutes before the deadline
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Battle Arena's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#8053.2243.224
Gameplay#9792.7012.701
Enjoyment#9842.8662.866
Audio#10282.6422.642
Overall#10962.6842.684
Innovation#12582.3882.388
Theme#13802.2842.284

Ranked from 67 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
Battle Arena with previous enemies in new arena as unkillable. The idea being, what could go wrong when an enemy is impossible to defeat with others around. Nothing can go wrong right????

What code and assets did you not make from scratch during the jam (if any)?
Code was written by myself, with help from online tutorials. Art assets from free asset pack on Itch.io.

How many people worked on the game?
1

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Comments

Viewing comments 51 to 32 of 51 · Next page · Last page
Submitted

Cool game! concept is nice. The combat would benefit from some polish to make it feel responsive, impactful and satisfying to play. Also the artstyle is not cohesive between the menu and the game. That's still a solid game so GG!

Submitted(+1)

Pretty neat concept. The attacking felt a little lacking, as in... not impactful enough. The range also felt a little short. I did like how you could attack diagonally though. There's also this issue where I accidentally got hit by an enemy and knocked back into the next arena and just couldn't go back. Overall I feel like there's quite some room for improvement here.

Developer

Cheers. Definitely lacking something. But learnt a fair bit and hopefully next jam will be better. Thanks for playing. 

Submitted(+1)

Great Style !!

Submitted(+1)

I really like the style of this game. Cute characters, and looks like it's a great foundation to keep building off of after the game jam. Nice job on this!

Submitted(+1)

Nice mox of a nostalgic, old-school combat vibe with pixel art and progressively challenging arenas. I appreciated the ability to attack diagonally and the overall modern take on classic Zelda-style combat. With some adjustments to the UI, clearer in-game instructions, and a few balance tweaks, this one-week jam project could evolve into a much smoother and more engaging experience. Nicely done!

Submitted(+1)

I like how the progression of the game felt, each level was a bit harder. I also liked that I could hit diagonally. If you were to keep going with this, an AOE attack would def be nice. Great job!

Submitted(+1)

Reach the end but there is no ending scene right? (the snow arena)

Simple but solid oldschool style combat, matching with nostalgic visual. 

Need to have a door/gate between completed and current arena.

Overall, a great entry for this jam!

Submitted(+1)

I love all the different sprites and animations and how the player shoots where they are facing, reminiscing of old games, matching the art style. Everyone already said what I am thinking, the first level blinks in before you load a new one and some enemies are invincible. Only after reading the description of the submission I understood it was intentional (it's also stated in the main menu, but for me it was cut off the screen), and I'm fine with an invincible enemy, what stumps me is that it's the same sprite for the enemies you kill in the first level! What I wanted to see is a visual/sound representation of them being an invincible variant, making it clear to the player that these are different in some way! (Maybe a shield, a glow, a red outline, a recolour)

Overall a nice modern take on the combat of old Zelda games! I really like the setting, the visuals and everything is well put together, but it left me wanting something more polished or complex!

Forza Italia!

Developer

Thank you Campak. I left myself wanting more! Bella Italia!

Submitted(+1)

I thought I encountered a bug when one enemy wouldn't die, but that was deliberate. The combat was fine and the art looked really well. I had same issues when transitioning screens, but otherwise good job!

Developer

The jitter of the transition? Yes, I couldn't resolve that one. Was frustrating. Thank you for your comments. GG.

Submitted(+1)

Good pixel art visuals and like the overall game. In my opinion targeting projectiles with mouse movement would be better. Well done for a one week project.

Developer(+1)

Thanks Dad. Yeah, I have been working on mouse position for shooting and am happy to say I've resolved this and will be included in the next game jam submission. Thanks for your feedback. GG. 

Submitted(+1)

The arts in this game is gorgeous, it was a good playthrough felt confused at first but I got that hang of it. Solid game man congrats<3

Developer(+1)

Thanks mocs. Glad you enjoyed it. 

Submitted(+1)

Forgot to read the description and was extremely confused the whole time. The objective is not very well stated in game. Combat felt rough. Player range was puny and projectiles did zero damage. I think an easy fix would have been to make it very clear that you have to defeat X enemies before proceeding to the next area. Currently you can just walk to the end and get softlocked (backtracking is bugged?). Adding a lock or gate and informing the player with a UI element or in-game counter of some kind would have gone a long way.

Developer(+1)

Hi Rams. Thanks for the feedback. I did add a text description for players on the front page explaining the game but appreciate it's not as clear as good UI in the game. 

Transition between arenas is intentionally lock. You can only go forwards. Again, that could have been communicated better. 

Player range for sword was to the sprite. I did consider creating a swing FX in front the player to have a slightly longer reach. Interesting that your projectiles are not damaging. This was not an issue on my play tests. 

Thanks for playing, thanks for feedback. GG. 

Submitted(+1)

Played for a while and was enjoying myself. The battle system reminds me of the old Zelda game where you can only attack (or in this case point your sword) in the moving direction. It's a quirky but quite nostalgic battle system that I really love. The idea of invincible enemies is interesting too, but the game does spawn too little of them to make an impact on the gameplay. I would suggest a lot more of them, but maybe make them stand out a bit to reduce the frustration of the players. 

I am not sure if this is a bug or a feature, but I felt like the player can't be damaged really ruined the tension of the game, and made the health pickups quite useless. I think that with that fix, the game will be more exciting. Sadly, the game ends in the snowy area quite abruptly, and as other commenters said, it would be nice to have a boss fight as the final climax of the game.

Anyway, good job in making this game. Keep up the good work!

Submitted

Projectiles were not killing enemies for me, I hit an enemy like 5-6 projectiles but nothing happened. Did not quite make out what happens in the end. I killed the enemies in igloo arena and was stuck

Good game, keep it up

Developer

Thanks. Did you encounter one of the Unkillable monsters mentioned in the game introduction on the front page maybe?

Yes, an exit screen and end boss were planned but time was the ultimate end game boss and I was defeated. 

Submitted

No it was normal enemy for that specific arena only, tried killing them with projectiles in all arenas but didnt work out

Developer(+1)

Strange. That's not been an issue in any playthrough for me or reported by any other player. Well, you found the rarest bug, you win........nothing. Sorry. lol. Thanks for playing though. 

Submitted (1 edit)

Yeah nice game. Simple but enjoyable. I managed to move to the next arena (the third) without having killed all the enemies, it was intended to happen?

Developer

Yeah, unfortunately I wanted to make a  zone blocker to stop transitions of player unless the condition of killing all enemies was true but I ran out of time and had to go with a basic transition instead. Thank you for the feedback. Will add your game to the list of games to play and rate. Cheers. 

Submitted(+1)

Had a good time in the arena—cool art and fun combat mechanics!

Developer

Thank you very much!

Submitted(+1)

Good job ! Loved the pixel art style ! Ennemies are tough ! It requires a lot of dexterity ^^ ! 
Some sound fx like on player on ennemy hit could be great ;). Keep up the good work ! 

Developer

Yeah. I had them added but they sounded so bad I ended up removing and didn't get them re-attached.  Thank you for the feedback.

Submitted

I really like the combat system with both the sword and bow, and the enemies are clearly visible. But in the final level, I spent a lot of time trying to find a way through. I’m not sure if I actually finished the game, but regardless, it’s really well made!

Submitted

I enjoyed the challenge and the two enemies I fought but I quickly ran out of them and ran around aimlessly for a while with no one to fight

Developer(+1)

Yes. The enemies were on a spawn limit to avoid lagging the game. I wanted to add a Final Boss but ran out of time. Appreciate you running around for longer though, means a lot. 

Submitted(+1)

Were you by chance inspired by Akane? It reminded me of that and I LOVE that game, have quite a few hours in it lol

Developer (2 edits) (+1)

Never played it (or heard of it until now) I will make sure I get it downloaded and give it a try. 

Edit - I have just bought it. It looks insane. I love it. And so much I can steal...I mean.. learn from. 

edit edit - just played it and it is amazing. I think I am going to be a bit obsessed with this one. Thank you for putting me onto it. 

Submitted

Enjoy!!

Submitted(+1)

The choice to use different art / enemies for each arena was a nice touch. Made the game feel like it's building up to something. I think there needs to be some sort of end-state because I wandered around the final area for minutes trying to interact with everything to see what's going on. 

Developer(+1)

Yep. I get it. I wanted a HUGE boss to come down and be undefeatable but time was my biggest enemy. That and the debug console. 

Viewing comments 51 to 32 of 51 · Next page · Last page