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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.
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Comments
Nice game mechanics and cool graphics :)
Thanks a lot! I really appreciate your feedback
Ahh, so tough! While I may suck at this kind of game, it works really well and the story fit the theme. Great job!
Thanks a lot! I really appreciate your words
If the game is to tough, try focusing more on parry and blocking, each enemy has a cooldown after attacking, here you have your openings to punish them!
Unfortunately there are graphical issues for me, there is a weird haze over the game so I couldn't really see properly, the movement felt great though!
Hi!
Graphical Issues? Maybe you are running the game on a browser/hardware that doesn't properly support WebGL and WebAssembly, could you try to download the .exe version and see if the problem persist?
I can send you screenshot over on discord, maybe I will try a different browser, I am on a Mac so can't do the .exe
Played the downloadable version so I could use a controller and am glad I did, feels really nice and weighty to control. Love the PS1 style textures and the animations are so fluid! As others have said some sound effects would add more impact but really enjoyed playing as is!
Thanks a lot for your feedback! I really appreacite it!
And i'm also super happy that you enjoyed the game without the "hit" sounds that i'm planning to add with the next updates (i will also add a menu with sounds volume so that music and gameplay sounds can be managed, and for people like you that prefer the experience with only the music without gameplay sound you will be able to turn them off!).
Also what gamepad did you use? Xbox gamepad should work on the web version too (But the .exe is superior so i'm still glad that you downloaded it instahead of playing in the browser)
It was the Xbox gamepad yeah, it might well work in the browser but was happy to download it :)
Yeah you did the right choice, most people are playing it in the browser while the .exe is a lot better.
I'm really happy that you enjoyed the game, thanks again for your words!
Great game, really, the idea, the theme, and I love medieval kind games.
Do you nitice that when you are near a wall and rotate your player, you look the outside of that wall?, I really recomend you, the use of Cinemachine virtual cammeras that let you limit the field of visión of your third person player, viewing just the inside of the building where you are when you rotate your player.
The idea is that you layer your walls with a customized layer, for example, a "Wall " layer, then select your Cinemachine virtual cammera and the Cinemachien virtual component, you need to open the Body section and search there the Obstacle title, just down from that title, there is an option named Cammera collision filter, open the combo field next to the option name, and select your new "Wall" layer, prove now your third person cammer near that wall and buala, your cammera don´t look anymore the wall outside.
Good luck to your Project, I think it is a great one to win the contest.
Thanks a lot for you kind words, i have reall apreaciated them!!
For the camera, yeah i didn't use cinemachina but i made a script with collision detection for both (front and back) faces, i didn't notice this little bug that if you get too near you will see the other side of the wall, but isn't hard to fix, it will be fixed for the next update (so thanks to pointing it out!) generally i prefer to write my own cameras to have more control about his actions.
Also i love medieval too! ahahah
Well, I learnt many things from your comments, the idea of a custom cammera sounds great, and thank you for tell me about the mini map in my game, is a great idea, to help the player doesn´t loose the way when he is walking in the scene. The idea of a mediaval game remember me the first game I played in my very life with that theme, It was Exodus Ultima III, the Origin System best seller in that ages, one of my favorites Rol Playing videogames. I played Ultima in Commodre 64 some years ago. today, a title like Dark Souls is one of my favorites. That games inspire me very mucho friend. I hope you the best for your Project, and I wish you to have a great contest, Good luck.
Wow thanks a lot for your words! We have a lot similar gaming background i did too play a lot Ultima III and now i love Dark Souls!
Thank you really for all your kind words!
You are welcome Drakenroft.
Really cool retrò aesthetics and combat system. It would feel even better with sounds to highlight hits and parries.
Dying in one hit makes it a little too difficult for me, but it's a really cool entry, good job!
Thanks a lot for you feedback! I really appreciate it
If you die in one hit you are too near the enemy, more near to the enemy you are, more damage you will take, is to remember the player to have some distance during a sword fight!
Honestly without a health bar or some other indication it felt random and unpredictable. Anyway now I finished it!
I'm glad you managed to finish it!
Anyway i'm not sure on what you mean, you have your health (3 hearts) on the top left
And thanks a lot again for your kind words this is my first jam!
Oh, maybe it's because I played the web version. I think it crops the border of the screen.
it should’t happen, resolution is fixed for both native and web version, on what browser and operating system are you running the game?
Firefox on Windows 11.
If you have trouble with scaling in WebGL check out this plugin, it spared me a lot of headaches:
https://seansleblanc.itch.io/better-minimal-webgl-template
Yeah, that's what i use, but with scale to fi deactivated since i want a fixed resolution and scale, anyway after troubleshooting with other people in the comments it came out that Firefox doesn't always play to well with Unity WebGL builds
Thanks a lot for your help!
Great visuals got beat unexpectedly when trying to hit the boxes to see if anything happens and the enemies just ran straight through fence :D. Overall pretty nice
Thanks a lot! I'm really happy you liked it
For the red knight passing through object i made their collission a bit smaller they actually pass through the opening between the little columns not through the object itself, i did this because i didn't got enough time to level design a proper dungeon for this smaller demo, and the aggro code is really basic at this moment so i made this possibile so they don't just run at the wall ahahah
Cool concept but need to fix the juice on attack mechanic.
Thanks a lot for your feedback!
What do you mean with the juice on attacks? Missing sounds?
Went into it without reading what the controls are and got my ass whooped 😁Then came back with my newfound knowledge of BLOCKING and beat it! Cool game, the mechanics and aesthetics are definitely on point! The damage frames are a bit confusing at times, seemed like I was getting hit before the enemies landed their strikes, also would've loved to hear some cling clang sounds when fighting. But overall, for the amount of time that you put in it's an awesome game!
Thanks a lot for you feedback! I really appreciate it
Yeah, i wanted to add som,e sound to add some weight to the hits
For the "hit before getting hit" i think it was only view perspective, damage is calculated on collision from the enemy sword on the collider of the player, which is just the size of the player, so there shouldn't be a bug there (but since you reported it i will investigate more!)
Cool game! It has potential
Thanks a lot!
It will get a lot bigger with the next updates
Very cool
Thanks a lot, i really appreciate it!
I'll be revisiting occasionally after the jam ends to see if there are any updates, with a few extra mechanics and a larger dungoeon this will be great
This comment makes me really happy, your feedback is super appreciated!
The two hearts hit is not a bug is intentional, if you are more near to the enemy more damage you will take, is to remember the player to have some distance during a sword fight! Also yes i'm thinking about speeding Merian a bit too
The "poise" like idea to break the shield is a great idea i will evaluate it after the coming updates which should include an outdoor zone, a lot bigger dungeon, some NPC with dialogue and a boss!
(for the red knight passing through object i made their collission a bit smaller they actually pass through the opening between the little columns not through the object itself, i did this because i didn't got enough time to level design a proper dungeon for this smaller demo, and the aggro code is really basic at this moment so i made this possibile so they don't just run at the wall ahahah)
Glad I made you feel that way ^_^
Thanks for the explanations, and be sure to ping me once you expand the game ;D
Yeah i will! You can also add the game to a collection to keep it tracked
Really cool prototype to expand on! Took some time to get good and understand how to fight against NPCs. Once I got it - flawless completion.
Aesthetics and music are really pleasing. They really help to feel the flow with the game. My only negatives are HP system (don't see a point with 3 Hearts if you die in 2 hits in most situations) and hit registration, which is extremely hard to polish in jam.
Oh, and one more positive thing. I absolutely love HP indicators above NPCs. So simple, yet so understandable and easy to read for players.
Thanks a lot for your kind words, they really makes me happy!
For the "death in 2 hits" is because the more near the enemy will get to you the more damage they will do, is to remember to give proper distance in a sword fight to not be overwhelmed is intentional, my suggestion is that if the enemy starts getting to near do a parry and get some distance in their cooldown, hit registration is precise the problem is mostly derivated to animation, since the hitbox are really precise if your or the enemy sword doesn't touch the player/enemy no damage will be done.
Also glad you liked the HP indicators i like them a lot too, i will probalby re-use the idea for other games i like how it came out
Great work! Enjoyed the art and style of this game. Keen to see some improvements to the combat and extra content! Will come back to this one
Thanks a lot!!
Yeah a lot more love for this little demo is arriving than i would imagine, i'm really glad you liked it!
I will update it as soon as i get some free time from work ahahah, most of the things are already done just needing finishing touches
Really nice game! Love this style, gameplay is a bit hard thought. Also, the game is a little buggy, sometimes enemies go through walls, kill with one blow, or, on the contrary, do nothing. In general, it's a cool game, the only thing is that it's a little bit buggy.
Thanks a lot for playing, i'm happy you liked it!!
For the bug side yeah sadly i didn't had the time to fix all the bugs, we were still working on more content when we deployed this smaller demo of what it should have been, but some you listed are not bugs the more damage if you are more near to the enemy is intentional, is to remember the player to have some distance during a sword fight!
But for the others you have listed i will fix them in the next updates
Fun but challenging game, Great job!
I'm really happy that you liked it!!
Thanks a lot for playing
Nice job on the game. It was rough for me. This is not my style of game. The camera look and movement felt great. I felt like I needed more feedback on if I was hitting the guys or not. I saw the hearts, but I would of liked a clank or a flash, or something a bit more noticeable then the hearts. I swung several times when I though I would hit and did not. Maybe a slight color flash on the one you actually going to hit. It was a great job though, those were just some of my thoughts.
Thank a lot for your feedback i really appreciate it!
Yes i need to add a bit of "weight" to the hit of the players but i'm still not complitely sure on what to do, since PS1 games didn't have a lot of sparky things i don't want to ruin the old/retro look & feel, so i'm trying to find a solution which is appropiate.
Probably coming with one of the coming updates
YOU ARE DEAD :)
That one is pretty hard
The secret is to try to parry (or at least block) them and go for the combo! (Light Attack then Charged Attack they will transition smoothly)
Hope you liked the game even if you found it hard, i wanted to replicate the frustrating experience of old hard PS1 games!
Also enemy have cooldown so you have openings after they attacked you could block if you aren't sure to parry, and then use their opening to punish them!
Wow, i loved the artstyle! It got that ps1 retro feel. Nice! (Hard btw haha)
Thanks a lot! I’m really happy you liked the game.
Yeah exactly the PS1 is exactly what i wanted to re-create, is still missing something like a good CRT shader but i managed to add Fog the right ammount of render distence and the most important, Vertex Jitter it is the most iconic thrait of the PS1 for me.
If you find the game hard i suggest to try blocking and attack enemies during their cooldown, you will have a nice opening there! Or the best and the fastest way is to hit a parry and go for the combo (Light Attack then Charged Attack)