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Mercenary Knight Rose [GDEX Game Jam 2020]'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visual Design | #2 | 4.500 | 4.500 |
Engagement | #8 | 3.300 | 3.300 |
Gameplay | #10 | 3.300 | 3.300 |
Overall | #12 | 3.260 | 3.260 |
Functionality | #13 | 3.400 | 3.400 |
Representation of Theme | #22 | 1.800 | 1.800 |
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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Comments
Wow! I was stunned by the effort put into the environmental and particle effects, kudos there. The parallax and depth effects really helped bring your world to life. I noticed a few funnies that you'd probably like to know about:
1. When exiting the cave into the first overworld scene , you can jump up onto the platform above the cave exit and walk back into the cave by continuing to walk to the left edge of the screen.
2. Rose would sometimes stay turned around on me and moonwalk when I'd start walking opposite from the direction she's facing.
3. The roaches are vicious, and the second highest one in the second overworld scene was able to reach down from his platform and attack me while I was visibly below the stopping point of his animation.
Your game reminded me a lot of Ori and the Blind Forest. Since it's not mentioned in your inspirations on your game page, I'd highly recommend playing it, I think you'd love it :) great work!
Hi there, thanks for playing and for your comment! Regarding your points, I'm aware of #1 and #2 and will be working to fix them on my next build. #3 is all about those hitboxes, need to tweak those. I'm glad you enjoyed the game! Stay tuned for more future updates!
Regarding Ori and the Blind Forest, I actually started playing it here recently and loved it! I'll definitely be taking some notes from it as I work my way through it.
I wanted to play this one, but for some reason it wasn't working for me on my computer. The keyboard controls weren't responding except for the space bar to skip text, the N key to go in and out of full screen mode, and the R key had me sorta jumping. I plugged in a controller and I was able to get the Rose Knight to move and jump but I couldn't attack so I couldn't make it past the first enemy.
I did see it played during the stream and it does look like a fun platformer with some excellent art. I would like to see more from this.
Hey Ryan, thanks for trying it out, sorry to hear about the technical difficulties. I'll be uploading another build that attends to some bugs and issues the previous build had, as well as having some better UX stuff, maybe it might work better this time? Give it a try and let me know what happens.
What kind of controller are you using? I've only tested with an Xbox type controller.
I really enjoyed the art style and music, they went together really well. I get kind of a 'Braid' vibe which I love.
I did get stuck by the flower as another user mentioned below, but overall a really cool jam entry! Would love to see more if you do a post-jam build.
Thanks for playing Ty! I've got another build ready for as soon as the voting period ends which addresses the flower issue and several other bugs, as well as implementing some good UX features.
The art is beautiful! The background, character art, and particles all work together nicely! The game play very smoothly as well! Also, love the Jammio cameo in the cave, it was so cute!
Much thanks Lawlalotti!
Really cool art, music, and style. I got stuck in the wall on the jump by the flower had to restart. Didn't see the theme. Combat is neat. Platforming is a little loose but cool. Those flowers are really tricky to use.
Thanks for playing Retro! Yeah those flowers and that wall issue need work! I wish I could have fit in some more content to make the theme more apparent. I considered the theme more narratively than mechanically in the game, but the narrative didn't come out as much as I wanted it too in the jam build.
love the gameplay and art but I encountered a few bugs
overall a great game that ends up being really pretty and fun
Thanks for the feedback, Jackewing! Some of those things you mention are on the backburner as I try to get some other things working, but tomorrow I hope to squash some of those bugs! Regarding #3, yeah I should definitely make it more noticeable as I myself have fallen into that trap a few times lol. #4, I'm toying with the idea of leaving that as a feature, as if the player can tactically retreat backwards or forward and yet face the opposite side of movement. I may make it so the player can press a button to rotate, but if not, they'll always move in one direction and face the other. Decisions, decisions! I think part of it is wanting to incorporate some lite-fencing postures and techniques while also taking some creative liberties. We'll see what happens!
Thanks again for playing! Look forward to the final jam version tomorrow!