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Bring a Knife!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #83 | 3.077 | 4.167 |
Audio | #89 | 2.946 | 4.167 |
Visual | #99 | 3.064 | 4.333 |
Overall | #112 | 2.828 | 4.000 |
Fun | #150 | 2.357 | 3.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any third-party assets or skeleton code?
I made this game using pygame, so I did use some code I had written for previous games/jams. This included code for handling spritesheets and other things like that. No code that was specific to bullet hells or this particular game though.
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Comments
I always wanted to be king of nothing.
The game seemed worth the installation process.
Turns out it was not. Joke aside, I love the game. The presentation is super cool, both visuals and sounds as well as the king's comments, and it's really entertaining and dynamic, the different enemies and screens are super fun to deal with and the difficulty is perfect, it was satisfying to beat. No weak part, the game is very well-rounded.Super cool game, I had ton of fun playing it, thanks for sharing.
Thanks for playing (and working through that installation process)! I'm especially happy that it sounds like you beat it because that means you got to see my personal favorite sprite that I made for the game (hint: it's not the player with the crown on).
Also, I absolutely love the art style of your entry. Unfortunately, I can't play and rate because I use a Chromebook and haven't figured Linux weirdness to allow me to play Windows exes yet (I know, the hypocrisy; I really do regret not getting a better build of this up), so I thought I'd take the chance to let you know how awesome the art is here. It just looks freaking great.
Thanks, yes I beat the game and the Rambo frog was delightfully ridiculous.
I'm using Java to make games so I should really look for how to make Linux builds someday, I know during a previous jam someone mentioned a game I made worked under Wine so this one probably does too but that's as far as I could help.
Yes, wine is what I've been meaning to take a look at. Just haven't gotten around to it yet (plus I'm just generally terrible with Linux, so even when I do take a look, it will probably take a while). Appreciate the help!
The game looks vibrant, the music is cute, and the dialogue and character design is a lot of fun! It took me a moment to realise that it's essentially a rapid-fire memorisation game, but once I figured that out, I was able to get through the majority of screens without too much hassle: there's a commendable variety of enemies and the dialogue adds real charm to the experience.
I have to admit, though, I gave up on the final boss and found several other boards very frustrating (and I say this as a diehard Crypt of the Necrodancer player!) There was one toward the end I even skipped, after dying right at the last enemy one-too-many times. The combination of staggered, tile-based movement with lightning pace made it tricky to "read the board"... what I instinctively wanted to do was confront those crazy combinations of projectile patterns, get a feel for where the attacks intersected, and strike a clean path. When that all worked out, it was a real pleasure. But because the projectiles operate with the same rapid tempo and shares the same set of limited spaces, tiles alternate very quickly between safe + dangerous in a way that makes it hard to associate those threats with the individual enemies.
Thinking ambitiously, players tend to adjust more easily to fast+frenzied experiences if there are some grace mechanics (like death replays or practice rooms.) But such mechanics are obviously way too ambitious for a game jam project, so maybe the easier alternative here would either be to slow it down a touch, or to expand those enemy-packed later boards to have safe intermediate spaces, so that a player can break up the challenge of defeating that board by "getting here first, then getting there." Just throwing around ideas anyway, because I really do love the intent and creativity here.
Best of luck with future development, and thanks for sharing your game!
- mothgram
Wow! Very thorough and thoughtful feedback! I really appreciate that!
Yes, the difficulty is definitely a problem that I was aware of while making the game. I think spending some more time on level design (all levels except the first four were (stupidly) designed the night before the night before the jam ended) would have helped, and I really like your ideas here as well, especially breaking the board up a bit to give the player safe tiles to stop, observe, and plan movements. That said. I can't shake the feeling that there is something fundamentally, conceptually wrong with this that lended to these issues as well. I don't know. I'm both tempted to mess around more with it (because there are things I really like) and to throw the whole thing in the hypothetical garbage and never look or think about it again. In all, this game jam has been a struggle for me.
Anyway, I'm sort of thinking as I type, and you don't really need that while just trying to leave a little comment on my jam game. Thanks so much for taking the time to play and leave feedback!
I got it! i was needed idle python and also import pygame using pip . I like dynamic music and gameplay also like how goblin king is commenting how you beat levels ! I had fun , Good job!
Glad you were able to get it working! Quite a few people have had trouble with it, so I wouldn't have blamed you for just skipping it.
The goblin king's comments came about just because I really love to write. His dialogue ended up being pretty thrown together as I hurried to design levels, but I think some of them turned out funny and I still like the idea as well.
Thanks so much for playing!
So I accidentally skipped almost every level because I was trying to us WASD to move and pressed S. Should probably make that a different key. The boss was basically impossible. The game was fun though, despite me only playing like 10% of it. Once I realized what was even going on I actually enjoyed it. Cool combat system.
Totally, right about the skip key. Didn't even cross my mind. Sorry about that!
Glad you were able to find some enjoyment despite that. Thanks for playing!
Cost me a keyboard and I still couldn't beat the boss.
Its a real shame about the installation difficulties. This was definitely a nicely polished game. The difficulty was really hard though. I feel such a difficulty is not warranted for a game jam game as most people will only player for a couple minutes and it took me a bit longer than that to make it to the boss. For the enemies before the boss, it was both cool and annoying how it was basically a memory game on where to go as I had virtually no time to react to things. I think it should have either been easier or at least started off easier and built up to that level of difficulty.
I really like the art, its cute. The SFX fit nicely and the music was entertaining. The gameplay idea was really neat, it was a lot of chaotic fun.
PS you owe me a new wrist. Mines killing me.
Hey, I'll happily give you a wrist since you were one of few people able to get the damn thing working.
Both cool and annoying about sums up my feelings about the game as well. To be totally honest, I'm not really sweating the installation issues or lack of ratings too much because this jam was just a struggle for me; I spent too much time on the art, and I was grumpy about not being able to distribute the game in a nicer way, not being able to get things like difficulty and level design right, and just generally liking the concept more than the actual game. After all that, I didn't expect to do amazing and was just happy to have actually finished something.
With that in mind, I greatly appreciate the feedback! This jam was definitely a learning experience for me more than anything! And congrats on getting to the final boss without using the skip (probably should have mentioned the skip in-game somewhere, but it was sort of a last minute addition when I realized that the difficulty was a bit ridiculous after playing through a couple times). Thanks so much for taking the time to play!
I couldnt get it to launch either :/
That stinks. Did you get any error message? Or just general issues?
Yea :/ Sorry, I got a message saying something like "failed to find game.py module". I dont remember the exact error
Alright, thanks for letting me know! I'll have to take a look...
Game wouldn't launch so I try launching it with IDLE and here's the error
That's unfortunate! Thanks for bringing to my attention. I'll take a look and see if I can figure what the issue is. Sorry for the trouble!
Very hard, couldn't get past the bullet barrage, once got rid of the ghost and the two side reds, but didn't succeeded to take on the blue one on the right side.
Yes, it definitely ended up a bit harder than I'd intended! Just in case you missed in the description, "S" allows you to skip levels (added that specifically to help folks with rating in case they got stuck and felt the need to see more). Thanks for playing!
Oh, I wish I read that.
Hey, I downloaded your game, but was unable to load it, please let me know how so I can rate you game :)
Thanks for letting me know! Unfortunately, the download requires python and pygame in order to play because I was unable to package it any other way due to time. It's totally understandable if you don't want to figure all that out, but in case you do, here are instructions:
If you don't already have python installed, you can do so here.
If you don't already have pygame installed, follow the instructions here.
Let me know if you try this and still have trouble. And sorry I couldn't get a build together that would be a bit easier to play! Again, if you don't want to download python and pygame, I totally get it.