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On Guard!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #677 | 2.272 | 2.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Unfortunately the function of the game mechanics wasn´t very clear to me.
But I loved the art-style of the characters ;D especially the princess, who is also a knight.
Love the starting animation with your sword being stolen. Why does parrying eat up your shield? The fact that you accelerate from a stop to full speed makes it really hard to take advantage of a parry. I would hit an enemy, they would stop, and I would try to start moving and then take forever to get moving and end up dying. It's like playing Mario Kart with a heavy car with a fast top speed that you can never get up to because people keep hitting you. Same in reverse. Sliding to a stop means that I accidentally ended up just bumping into enemies and dying instead of stopping where I intended so that I could parry them. You should really be able to plan more in a game that has no fighting. I should be able to aim at where I want to be, parry, then use the momentum of my parry to go off in a different direction while the enemy is frozen.
Thanks for the feedback! It sounds like you might be timing the parry a bit too early or late, you only lose shields if you are hit by an enemy outside the parry window., otherwise they should bounce off you. I appreciate you taking the time to play it!
It's unclear how the mechanics work; I understand that you took away the mechanic of slashing or hitting, but it's just not clear what gameplay emerges from that change.