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Hack and Slash Prototype's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Music | #18 | 4.200 | 4.200 |
Overall Fun | #30 | 3.800 | 3.800 |
Art / Graphics | #33 | 3.800 | 3.800 |
Controls / UI | #34 | 3.700 | 3.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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I am going through all submissions to make all developers aware of an important Google form I've made.
I'm joining the IQ folks to help organize smaller events in between the main FQ event in order to help prevent us from getting too many games in main events. Right now, I have a planned structure for these events but I would like to hear from everyone who was in this event in order to tune things better. The survey is a bit long, but it covers as much as I could think of. If you can take the time to do the survey by June 1st, I would immensely appreciate it!
You can find the form here: https://forms.gle/P9LPYwERhJtpZzteA
A simple little game, and I enjoyed it. Curious to see where this goes and how it evolves. Do you plan to keep it an arena style combat game? Or is this just a sample of combat in an actual RPG/Adventure game you have planned? I see this being a really fun RPG game... fighting goblins and bandits in a forest... etc. Here's my feedback:
Overall Fun: I did enjoy it. 4 different enemies with their own strategy to defeat and attacks connected. Nothing felt off. I do wish it would have been a bit more challenging, though. I actually beat it my first go and only got hit once. The attacks are a bit delayed and slow for the enemies. It took me a bit to figure out how to hit the knight, but once I did... I could just circle around, hit from the side, and defeat him pretty easily. Also... I think the mage's fireballs could move faster.. or maybe they shoot a spread shot? Or homing fireballs? Something a bit more challenging to dodge. Despite that... I did have a great time with your game. Wish it was longer.
Art/Graphics: I love the pixel art and sky with clouds background. It's simple, but each enemy has a nice, unique look... and the artwork is done well.
Controls/UI: So... controls are simple and easy to understand. Move. Attack. I will say I'm not a fan of moving with arrow keys and attacking with space bar. Control options would be nice... maybe WASD to move and mouse to attack? Controller support eventually? Though... I know this is a prototype but if you do plan to do more with this... a couple keyboard options would be nice. Also... more special moves (charge attack, a lunge, sprint, maybe a dodge/roll eventually).
Sound/Music: The music was fitting and upbeat for battle. Didn't feel repetitive or annoying like some music. The sound effects were spot on! From the sword swipes, taking hits, enemy deaths, and I LOVE the scream as they fall off the ledge lol
This game is simple but I love it. I enjoyed the little details, like being kicked off the platform even if I was dead. Simple, straightforward controls. Simple design. Really good and I would play this again if I was feeling in a hacky-slashy mood.
VOD Highlight:
https://www.twitch.tv/videos/1819996784
Stellar prototype! it does everything a prototype should do Imo! Combat feels responsive, attack directions seem to be forgiving enough to be able to weave and attack, the enemy variety is there. I think the only missing thing is having an attack chain
Wonderful work!
Really fun prototype, as some people said already, adding a dash, or maybe even a block and counter-attack will be nice. The variety of enemies are good too. I liked the mage! (thou it killed me once lol)
Nice prototype. Remind me of the bomb squad but with a sword. The already implemented features is good. My feedback for movement is the same as other.
Also consider adding charged attack (AoE), skill point, and level up.
Appreciate the ideas!
Fun prototype. Love the sound design (especially the falling scream, really fun!). The enemies are varied and fun, but I find the option for the player to be a bit lacking. I think by adding a couple of moves (jump attacks, dodge/roll, maybe some special attacks) you will have a really fun and engaging game in your hands. Keep up the good work!
Appreciate the ideas! - was definitely thinking of one or two more inputs
Hello from tonight's stream!
For a prototype, I absolutely love it. The way it plays is simple and fun. The different tactics for each enemy was also great! It was the opinion of the stream that the game really needs random brutal deaths to the enemies to go with the death screams. Things like being cut in half or decapitation. That was the main criticism. XD
Appreciate the feedback!
I love your sound effects :P Gameplay-wise, it is in a weird state where it is too slow to be an action game and too fast to be a tactics game. Maybe adding a movement ability (like dash) would help making it feel more dynamic. Or just speed up / slow down (or show future moves?) everything.
Thanks for the feedback! I will play around with the movement speed. When you say show future moves, what are you thinking?
I mean show each enemy attack hitbox a few seconds before it happens. This way you can have many more enemies and many more attacks. This would make the game a bit like bullet hell, where slow movement is fine.
It's, an interesting prototype, but it doesn't have much to do. The movement is very slow, and the attacks are too easy to dodge, so I would say focus in either making the game designed around that slow walk speed (ex: punishing the player with fast projectiles if they keep running towards a mage without a plan or circling around it) or up the overall speed of enemies and player
Thanks for the feedback! I will play around with the movement speed.