Unfortunately couldn't play this one, the web version was somehow displayed cropped and I couldn't get it to fullscreen and the mac version doesn't want to start :(
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Merian The Knight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #265 | 3.490 | 3.490 |
Mechanics | #300 | 3.115 | 3.115 |
Music | #346 | 2.969 | 2.969 |
Fun | #369 | 3.000 | 3.000 |
Story | #461 | 2.042 | 2.042 |
Sound | #670 | 1.583 | 1.583 |
Theme | #676 | 2.115 | 2.115 |
Ranked from 96 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
2
Did you use any existing assets? If so, list them below.
Mixamo animations, and the background music from freesound.org, everything else is made by us.
Comments
Yeah sadly Safari doesn’t fully support WebGL2 and WebAssembly, but you can make the Native Mac version doing this command in the terminal:
chmod +x Merian.app/Contents/MacOS/*
(where i did write Merian you have to write the full game name or just press Tab for autocompletation in the terminal)
I hope this fixes the issue, let me know!
Fun little game for the time you put into it! I want to come back and and see if i can beat it when I have more free time haha! Great job :)
It was a bit difficult to figure out the parry timings and sometimes a single swing would hit twice but for 5 days its really great! + I am a sucker for any melee combat game ;) Well done!
Thanks a lot for your words! I really appreciate it and i'm happy you did enjoy the game
Is normal to lose more than 1 heart when you are hit, the more near you are to the enemy the more damage you will take, you can even be one-shooted if you are basically face to face with the enemy, is a reminder to the player that a sword fight should always be playied at the proper distance using blocks (to spot the enemy openings during his cooldown) or parry
I actually play this game twice, at first I hate it because it's kind of confused and hard, but the second time I actually enjoy it, good job!
Nice concept! a little cutscene in the beginning of the game to explain what happen would be great. Used to play soulslike games so I understand how it played, and the game mechanic is already good. One thing troubling me a bit would be no sfx just like other mentioned, and the attack interval is a bit too long I guess(enemy).
The models are great and quite fit to the theme! I love soulslike games and this is definitely looks like one to me. It took me a while to figure out the timing of parry and when I've successfully parried an attack from enemy, it felt so satisfied, that is really cool!
So tried your game out. I like the models you all made. Very interesting and nice setting it had. I like how the game had it where you block and the enemy would react to a parry and lose it balance. Just a few things like to point out. If you were running while doing a charge attack it have it where your character would charge forward and slide on the floor like ice skating. Next, maybe have it where the camera doesn't go thru the walls, it had it where I could go thru the wall and see thru and could ruin the view of things a bit. Lastly, the railing where the red knights were, they had it where they went thru it and attack me when i went to the box so not sure if that was intentional or not, just wanted to point this out. Very interesting game you have here.
Thanks a lot for your feedback! I really appreciate it and i'm happy you did enjoy the game
Yeah the "slide" during charging attack is volountary i wanted to make the player move during that attack since the animation is rotating (sadly we couldn't make/find a better aniamtion to justify the movment).
For the camera yeah i have to tune a bit the collision detection in the script i didn't use cinemachine a made a custom script for it.
For the red knight they don't pass through wall but trhough the opening between columns i made this becasue during the test since we were running out of time i didn't manage to make a better pathfinding for enemies. so they ran at the wall, so i made them walk throught the openings
The game is nice, I like the visuals
but the enemies are really fast and attack as soon as they’re near, they’re should be a window of time for the player to understand that the enemies are about to attack
There's potential here, just needs to be fleshed out a little more. Thank you for playing and rating my game, it was very much appreciated.
This is a very enjoyable game... I wish there were more levels! (I know that 10 days is not enough time to put out all our ideas into the actual code, my team happended to have the same issue).
A Tip I can share: In any fight, if you Block your opponent's first attack, then you can make a Long Attack + a short attack in a combo... and you will be the Victor XD
Thanks a lot for your words! I really appreciate it and i'm happy you did enjoy the game
Yeah we had to rush a bit at the end we worked on this only 5 days and 1-2 hours day so we had less than half-time of the jam
But with the next update that will also have an outdoor zone, NPC with dialogue boxes, A LOT bigger dungeon, a real Boss and other things, it will also have all the proper sounds (and probably a new background music), just need to do the finishing touches (and find some free time from work lol) and i will upload the updated builds.
The combo works best done the other way around, Light Attack then Charged Attack it is a lot smoother and will make you defeat the enemy instantly!
I was nice, but brutal. Once you get the hang of how to use the shield became easier. (For some reason I was always trying to parry with L. Shift :-P)
I am missing some sound effects, but I guess that is a todo :-)
Thanks a lot for your words! I really appreciate it and i'm happy you enjoyed the game
Yes! Parry definitively is the way to go to win the game
Yeah many asked for SoundFX to give some more weight/feedback to the actions in-game, with the next update that will also have an outdoor zone, NPC with dialogue boxes, A LOT bigger dungeon, a real Boss and other things, it will also have all the proper sounds (and probably a new background music), just need to do the finishing touches (and find some free time from work lol) and i will upload the updated builds.
Game looks interesting. I'd like the combat to be more fluid, but that takes time and I don't think 10 days is enough, so I'm still impressed with what you mentioned to deliver.
Thanks a lot for your wordsI really appreciate it and i'm happy that you enjoyed the game
The next updates will polish the game more adding also an outdoor zone, A LOT bigger dungeon, sounds and other stuff! Most of these things are already done just need finishing touches (and some free time from work lol)
Great work! Swordfighting mechanics are tricky, and you got a system with some good strategy in there. I think pressing in spacebar causes a parry even if I hold it down for a block, which seems OP, so I'd suggest having parry happen only if you release your spacebar shortly after pressing it, to get a little risk/reward action. Admittedly, I only tried the web version, so it may be different on the downloaded version.
But in any case, it was fun! Nicely done!
Hey! Love the art and aesthetic of the game. The music really added to the atmosphere. Unfortunately, I was very bad at it and died a lot. However, I can appreciate a good game when I see one. Overall great effort!
Thanks a lot for your kind words! I really appreciate it and i'm happy that you enjoyed the game
Also if you find the game hard i suggest to try to focus more on parry/block it makes the game way easier since i wanted the player to be a bit more strategic rather than share damage with enemies (that's why more near you are to the enemy more damage you will take)
I saw your comment in the discord server that the best way to win was the parry and block a lot. That's very definitely correct! Trying to run from the enemies is certain doom, but standing up to them with my shield held aloft led to great success! In fact the first two enemies become the hardest obstacle because they take a bit longer to attack than the others, meaning you need to delay the shield a bit to stagger them.
The first time I played, with the Windows download version, there was no music. It wasn't until I checked the credits that I saw music was included, on the second play it worked properly and the browser version didn't have any problems with it.
I'll also note that you can avoid either the middle left or middle right enemy and still get the victory pop-up, since only the last three enemies appear to be required for that.
Thanks a lot for your kind words! I'm really happy that you enjoyed the game
That's really strange for the music not working at first launch it never happned during the tests, i may suspect that unity didn't give the game the "main window" so Windows didn't recognize it like the actual window (like when you alt-tab to be clear).
Yeah the Red Knight are in fact the "Boss" so are the ones only needed to actually finish the game
Beautiful action and animations, but so hard! Also it could really use some sound effects to bring the combat home. Nice work!
Thanks a lot! I'm really happy that you enoyed the game
Yeah many asked for SoundFX to give some more weight/feedback to the actions in-game, with the next update that will also have an outdoor zone, NPC with dialogue boxes, A LOT bigger dungeon, a real Boss and other things, it will also have all the proper sounds (and probably a new background music), just need to do the finishing touches (and find some free time from work lol) and i will upload the updated builds.
Also if you find the game hard i suggest to try to focus more on parry/block it makes the game way easier since i wanted the player to be a bit more strategic rather than share damage with enemies (that's why more near you are to the enemy more damage you will take)
The web build didn't work for me for some reason (I tried in Chrome), but I was able to download the Windows version and play that way. Creative game! I liked the art and music. I'm afraid I couldn't get the hang of the timing for parrying and attacking so I died a lot. Great work, though!
Thanks a lot! I really appreciate it and i'm glad you enjoyed the game
For the parry i suggest to try to hold down Block when you see that the enemies attack animation is starting!
For the game not working in Chrome it's really strange, a lot of people had a lot of bugs on Firefox (probably for bad support for WebGL2 and WebAssembly)
Thanks a lot! I really appreciate it and i'm glad you enjoyed the game
Yes Dark Souls was the main inspiration for sure ahahah i'm thinking about to add the roll animation in the next update that will also have an outdoor zone, A LOT bigger dungeon, Sounds for actions, new music and a bunch of other stuff (most of which are already done i just need some free time from works to do the finishing touches)
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