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Nostril Knight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound Design | #6 | 3.750 | 3.750 |
Fun | #6 | 3.750 | 3.750 |
Gameplay | #8 | 3.500 | 3.500 |
Overall | #8 | 3.850 | 3.850 |
Visuals | #8 | 4.250 | 4.250 |
Theme | #13 | 4.000 | 4.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Love the visuals and soundtrack so much. The game is very difficult. I did beat it after a number of tries (and resetting if I didn't get the gun). Unless you start with the gun powerup, it's almost impossible for me and I'd rather restart if I don't get it. I'd almost suggest the first powerup being the gun. Hitting an enemy with the sword is very difficult to do especially if you're trying not to get hit. I'm glad the sword can destroy enemy projectiles but the gun can't, which is a little annoying but forces different gameplay. It feels as if enemy projectiles attach to the player, so they follow you very weirdly. Not sure of the math that was used for that but I think that could use a bit of tweaking. Maybe adding a Character select that would dictate which powerup you start with would be cool. I didn't see if there were any health recovery powerups. I think the jump force of the character is a bit too strong or fast. I've had a couple instances of walking off the edge and not jumping as well, not sure if I wasn't hitting spacebar well enough or what.
We appreciate your thoughtful and detailed notes on the game SO SO much, it really makes our work feel seen :) And a lot of what you said is super spot-on LOL.
If we had more time to think about balancing, I think that the idea of letting the player choose a starting "class" would be an awesome one! And I totally agree ab the jump as well as the follow math on the magic enemy projectiles. As far as the art and sound design compliments, they are super appreciated & we worked really hard on those aspects :D
We will be playing your game soon too! 😎