It definitely lacks post processing and sometimes I was going through textures.
Otherwise, pretty good game
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #771 | 2.958 | 2.958 |
| Enjoyment | #803 | 3.083 | 3.083 |
| Innovation | #837 | 2.917 | 2.917 |
| Visuals | #950 | 3.042 | 3.042 |
| Overall | #970 | 2.847 | 2.847 |
| Audio | #1065 | 2.583 | 2.583 |
| Theme | #1198 | 2.500 | 2.500 |
Ranked from 24 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?
You are at the end of your quest, you have the perfect enchanted sword, nothing can possibly go wrong now.
What code and assets did you not make from scratch during the jam (if any)?
All audio and art assets
How many people worked on the game?2
It definitely lacks post processing and sometimes I was going through textures.
Otherwise, pretty good game
Dudes this is super neat. I liked getting denied the flame sword, it was pretty funny. I think i wish there was a little bit more feedback when attacking and stuff, but there was a lot in the game to make up for it. No idea how so much was able to be programmed in a week though that is impressive as dawg.
Dudes this is super neat. I liked getting denied the flame sword, it was pretty funny. I think i wish there was a little bit more feedback when attacking and stuff, but there was a lot in the game to make up for it. No idea how so much was able to be programmed in a week though that is impressive as dawg.
Really cool game, reminds me a bit of runescape with the art and camera angle
also the idea is really creative!
Played and rated :) a lot of good work has clearly gone into this one, maybe needed a bit longer in the oven but hey, for a single week of development there is a lot there! Controls were a little unintuative, the guy kind of handled like a car, and some clearly placeholder textures and animations but hey, i'm just nitpicking really, great effort!
For just 2 people, this game has an incredible amount of content! Different equipment with abilities linked to them (the ability to roll forward was super cool to discover!), different tracks playing in every room (even though you didn't make the tracks themselves - still a cool detail I didn't see anyone else do!), and even the different equipment showing differently on the player model!
Very impressive stuff - I do agree with the rest that some polish is lacking (the UI buttons in the menu are a bit weird, the controls would've probably been a bit more fun if they were traditional wasd controls, the missing floor texture in the staircase room, the cubic block for a sword model, the burning particle effect...), but considering the amount of stuff you made in just a week with just 2 people - it's impressive enough as is, I'd say!
Being honest, this one felt like it was a little out of scope for a week.
It's alright, but I feel like it lacks polish.
I managed to get the red armor after getting stuck for a while unsure what to do.
I really wish you the best, sorry if it sounded bad.
Pretty cool game concept! I felt the controls were a bit odd, with the WS for forwards or backwards + mouse for directions. I also ran into a bug where I could only roll backwards instead of forwards for a while, but it reset once I died and respawned a few times. Found it a little odd that you cannot jump, but fighting the enemies was satisfying and I liked how you could switch out your items and armor. Impressed by the amount of assets you implemented into the game, and overall had a fun time!
This game's genre is particular and I haven't seen any similar games in this jam. It could surely use some more polishing (the controls are a bit weird, some textures were not shown...), but nice job regardless!
As for me, the controls are very strange, I didn't get used to them at all:( I also didn't understand what those 1m tiles were and why my hero was holding a parallelogram... The music volume resets in each area, so it was very loud. Anyway, it is clear that you are working carefully on this game, so well done! I wish you success in future jams!
Alright, I played this and finished the game in around 7 minutes
I didnt read the controls so it was fun to finally find out after getting the confidence blade that I can dash xD
The idea was good and the game was also fun, more stuff for the combat would be interesting.
The only annoying thing was the sslow camera transition to spawn after each death
But I have 1 question.. HOW DID YOU GUYS MAKE THIS IN 1 WEEK??
All the music, the different weapons, outfits. (you did mention sound and art assets were taken but idk how much u guys made out of it). But still you had to do alot of work and it shows, stuff burned with the flame sword (sometimes u too xD)
The controls felt a bit janky but nothing too bad
But seriously, you guys did an amazing job to make this, Id love to try a more expanded version of this game in the future if you guys work on it further
You guys really deserve more ratings!
Hope to see more of your work :D
That's awesome! It’s impressive that the game has been able to offer such a great experience in just one week. It shows a lot of hard work and creativity!
When I didn't quite understand what was going on with the movement I found it a bit annoying, but after playing a bit I really warmed up to it, especially the backwards rolling. Speedrunning by quickly facing backwards to roll in the direction you're moving was surprisingly fun!
Once I figured out how you get into the bonus ghost fight next to the ConfidenceSword pickup I was struck with inspiration and I couldn't help myself.

By rolling midair from the top of the stars to the railings and then from the railings over the wall you can get out of bounds. To be clear this isn't a criticism, I love it when games break (even my own), and I probably had a bit too much fun exploring from outofbounds. Thanks to the boss arena walls being shorter than the stair railings I even made it into the chest room!

With the armour in the chest being speedy, and the note near the optional ghost fight referencing speed, was this armour intended to be linked to it in some way? It would've been really cool if you could've got the armour working in the actual game too, the extra speed with the backwards rolling felt especially fun to control, even just out of bounds with no enemies (since you can't get back in bounds from the chest room).
I'm glad you enjoyed breaking our game, it's definitely more fun to break a level than to hit an invisible wall!
The speed armor actually is in the game, but it's an optional puzzle. It might be a bit too hidden, but the door opens when you defeat the ghost in front of it. It's very nice when exploring the other half of the level.
I like your ironical approach to the theme! I got stuck in models a few times, but it wasn't a big problem. Overall, nice implementation of action-rpg. A small tip for the future projects: make web version of your game, even if it will have less advanced graphics, people tend to play more in web.
Love game with type like yours, good job! At the game start loud music got me confused, thx for add settings :)
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