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Rival Blades's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics - Is the game aesthetically pleasing? | #6 | 4.533 | 4.533 |
Audio - Does the game have nice sfx and music? | #17 | 4.022 | 4.022 |
Overall | #17 | 3.836 | 3.836 |
Gameplay - How fun is it to play? | #43 | 3.511 | 3.511 |
Theme - How well does it incorporate the theme? | #48 | 3.422 | 3.422 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #54 | 3.689 | 3.689 |
Ranked from 45 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Excellent demo! Looks great, sounds great, and has an interesting story.
Can't really comment on the duality mechanic, it exists but doesn't do anything and seems to automatically lean towards good due to killing the gobbos.
Also for some reason it took me a few attempts to learn that you walk into doors, rather than interact with them via a buttonpress. I was wondering why I couldn't open a door while I was able to do that earlier, but it was just a user error and confusion lol
If you decide to develop this further, here's some things that you may want to consider: I'd like to see some more details about the class you pick, before committing. For the demo it doesn't really matter much (I think? Maybe if you accidentally pick two bow classes and run out of arrows somehow?) but if the game would be longer then there needs to be a way to know what you're getting yourself into. Also the combat itself could use some work. Enemies are static, so ranged attacks are OP as long as you have ammo. No clue if spells have an ammo system. And melee combat seems to be just popping in and out while spamming sword attacks, to minimize damage taken. If combat was a bit more tactical with higher risks, it would also become more engaging.
thank you thank you for your awesome suggestions! This is the most helpful set of specific ideas anyone has shared so far. On it!
In all seriousness, ye gods! That itch.io landing page is gorgeous and full of style! Having to restart from the beginning was a bit of a chore the one time I died, and led me to play the "tow-step tango" on my second run through to make sure I didn't die. Controls sometimes behaved weirdly around slopes (sometimes couldn't strafe in directions which I could normally turn, look at, and then move into), however I really liked the feel of the verticality, that all worked nicely.
hahaha I'll have to send back your credit card. The floppy printing factory has a backlog, so it may be some weeks until the remaining chapters are available. Thanks so much for playing, and especially for the bug report! I will fix!
really fun and creative presentation at play here!
Thanks for checking it out!
The presentation is amazing and the game even presents a short but decent puzzle, it took me a few tries to reach the end. I for sure would rejoice if you'd ever work on a bigger version of this.
Thanks for playing! Have a fabulous day. :D
The total package! Excellent presentation starting all the way from the stylish project page.
I love the retro look and it moves and plays really well. Feels like a proper game on all accounts.
You nailed the movement and perspective view 100%. Not many so far have done that.
You've done an amazing job on this :)
+1 for floppy disk sounds!
Wow, thanks Dan. Thank you for playing and for hosting a great jam!
Hey! Insane game and amazing page presentation (im guessing its custom css xd) the game is greatly stylized while remaining playable and intelligible. the sound effects were pretty fitting and so was the music, honestly a perfect game for this jam; i am honestly astounded that you could pull this off in 7 days!
(ps i remember you from the brackeys jam! your games seem to always be memorable!)
Brackey's was a fun jam. I met a lot of great people! I remember the Merchant's Guide, too. Have a great day!
I was really impressed with the presentation of your page!
Thanks! Cheers!
The game looks great and the presentation of your page is awesome! Looking forward to the full game
Thank you!
There is a lot of juice, polish, and style in this entry. Even the itch page is gorgeous (That floppy disk thing is sick). Visuals and audio is really fantastic, and even things like the movement tweens on stairs feels really nice when playing, not to mention the box and character art. Wow.
I did run into one bug where I got a white screen while talking to the cat sailor and couldn't progress, not sure what happened there but it didn't take me long to get back, and other than that the only feedback I would have is that it's nice to be able to strafe and turn without holding down shift (QE for example) and hold down movement to traverse multiple grid squares, but those are very minor preference things for me personally.
The duality mechanic is implemented well I think in the karma system as well.
Would love to play chapter 2 and beyond, I really hope you take this forward.
Awesome entry, great job!
Thanks for the detailed comments and bug report. Added to the list!
Amazing visuals and audio; you really sold the whole experience. I had a great time with it.
Thanks!
Excellent presentation all around. There's a bit of a bug where mixing rotations and strafing while going on-to or off-of staircases from the side prevents you from going forward, but only until you back up and give it another go.
thanks for the bug report! I was able to reproduce it and hopefully will figure out a fix after the jam. :D
I have to say, that's one of the nicest looking itch pages I've seen. Absolutely impeccable visual styling at all levels. I enjoyed the relatively freeform nature in which you could interact with (read: kill) all the NPCs, and I was half convinced I was going to end up bricking my save, but you accounted for it.
The gameplay was on the simpler side, but worked well for the amount of content there was. I would've liked to be able to hold down the button to move, but you accounting for tapping it multiple times worked well enough that it didn't detract from the game for me.
GREAT feedback Kevin. Thank you for such a long post. I hadn't even thought about holding the arrows to move, but playing a bunch of other games in the Jam I can see why that would be intuitive. I'd love to expand the gameplay down the road. Good luck with the Jam!
Brilliant project. I was amazed by the looks of your game. Classes implementation, dialogues, combat - all is made very well. Beautiful retro vibes. Its great to experiance projects like yours!
Thanks so much!
The presentation of this game is excellent. Definitely hits the macventure style. I really appreciate the verticality and movement.
Thanks a bunch fr playing!
Holy moly! This entry is absolutely astounding! I am immediately transported back to my elementary school where I discovered strange monochrome adventure games like Myst and Spelunky.
I can’t stop playing this… I must get all the endings!
Hey thanks for your lovely comment. Let me know what bugs you found! Hahaha.
I looked all over the shelves nearby but I can’t find Disk 2… ;)