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A jam submission

One Slot Knight WebView game page

A single weapon at a time game.
Submitted by Dedzix (@dedzix1) — 10 hours, 2 minutes before the deadline
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Play Test Of Strength

One Slot Knight Web's itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to the Theme#6653.9643.964
Overall#7503.5823.582
Design#7623.3453.345
Originality#9813.4363.436

Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 20 to 1 of 24 · Previous page · First page
Submitted(+1)

Art, simple animations and sound effects/music were awesome! 

Developer

Thanks a ton it means a lot to me :) 

Submitted

This is a fun game for a bit but be careful.

 If you pick up a weapon right as you drop it you can enter a glitch where your character moves in the opposite direction of the mouse and is too hard to control. This results in death.

I think the weapon collider is getting stuck in the character collider. 

Developer

Oh yeah thats the second glitch I'm aware of. Thank you for playing and rating the game when I continue to work on it I'll definitely fix that 

Interesting concept. I like the idea of frantically trying to juggle weapons while dodging attacks and trying to hit the right targets.  I did die a couple time because I needed to figure which number button to press to pick up the right weapon. That didn't feel good because I felt like I knew the right thing to do but needed this extra step of knowing the right button.

Developer

Thanks a ton for playing and the rate. I know I messed up on the controls for the right button but I'll definitely figure out a better way when I continue on with it. 

Submitted(+1)

This pixel art and music is cool ! Like the idea too !
It gets hard really quickly and you have to run everywhere to pick up the weapon you need !
Fun time.

Good job :)

Developer

Thanks a ton for trying and rating my game :)

Submitted(+1)

So, you took two of my favorite genres, shooters & RPGs and sorta combined them. For that, good job. I'll be critiquing your game to my own personal preferences more than I probably normally would, because it will be difficult to be objective since I have a lot of opinions about shooters and RPGs. Whether that's good or bad, idk. But you've been warned, just know I'm saying everything here out of love for your game.

So art. The art is good. Everything is obvious as to what it is, it does it's job. I don't have much to say beyond it suits the game and it does a good job for what it's supposed to do. 

For sound design, it's in a similar boat to the art. It's good, it fits well with the art, it loops, it does what it's supposed to. Good job. 

For gameplay, I have a bit more to say. Putting this in bullet point format so it has some semblance of organization. 

  • So, I really like this concept, I think it's really fun. However, I *really* don't like hard resets. It felt fairly punishing to lose all my progress since it takes a few minutes to get somewhat far in the game. I gave it 5-6 attempts before I eventually gave up. I don't like giving up on games like this because it feels unfair to the creator(s) to not make it completely through a game. I had that happen to me a couple times with my game and it doesn't feel good. But in this case, it takes a few minutes to regain progress to where I was before, if I even make it that far again, and I really didn't care too much for that. 
  • The combat itself is pretty fun. I'm gonna break down each element. 
    • Sword. This was the thing I used the least. It was probably the most effective for actually killing shit, but it was effectively just pointing your mouse in one direction and poking things to kill them. It wasn't boring, but it didn't strike me as super fun either. 
    • Bow & Arrow. This was my favorite weapon. However, minor criticism. It shot off center of my crosshair, to the point where it didn't even touch the crosshair at all. It did this consistently. And as someone that plays shooter games, a gun of any kind that doesn't shoot where I'm aiming is not as fun for me. I'm not sure if you gave it a spread, but I pretty consistently aimed a good bit to the right of enemies and that seemed to hit them, since it always went left (I think that's the direction it went). However, it would've been much better to just aim *at* them for me than to the side to accurately hit them. I also would've liked the cooldown between firing each shot to be a little more clear and more frequent. I thought I only had one arrow at first because it was so long and you don't show the cooldown anywhere. But despite that, this was still the most fun weapon to use for me. 
    • Shield. This was...okay. I think I would've liked the shield more with a little less knockback. The knockback is good for realism but it felt like a little too much knockback. I had a few, what felt like, unfair deaths because the knockback pushed me into an enemy behind me. I would've just used only the bow and arrow if the shield wasn't required to hit stuff. I also don't understand, was there a particular reason in-game to hit stuff with the bow and arrow or shield once before the enemy died? Is there a reason that a character, in this world, could explain as to why that's the case? While it's fine as a "you do this to make it happen" mechanic. But logically, it didn't make sense without an explanation in the world itself. I don't consider this an issue considering this a game jam with a 48 hour time limit but it's something I wanted to mention for any future projects you do that you have longer development times for. Little things like that go a long way.
  • I also don't understand, was there a particular reason in-game to hit stuff with the bow and arrow or shield once before the enemy died? Is there a reason that a character, in this world, could explain as to why that's the case? While it's fine as a "you do this to make it happen" mechanic. But logically, it didn't make sense without an explanation in the world itself. I don't consider this an issue considering this a game jam with a 48 hour time limit but it's something I wanted to mention for any future projects you do that you have longer development times for. Little things like that go a long way.
  • Now, onto some other gameplay stuff. Some of my deaths had a "there's little to nothing I could have done to prevent that" vibe to them. For example, I had my bow out at one point. Then I got a bunch of enemies that spawned in that couldn't die unless they were hit by a shield. In the time that I picked up my shield, I hit one enemy with it, was knocked back into another, and died. To me, that felt like death because of randomness and that is *never* a good thing in my book. If someone dies, I believe it should be from their own skill, not because the game said "you were holding the wrong weapon when enemies spawned in". 
  • Lastly, I just want to reiterate that, despite my criticisms, I enjoyed your game a lot. I love shooters and RPGs and this was no different. I just found it too difficult. It was really fun and I would've liked it a lot more if the bow was a little more accurate (since that was my favorite weapon). Checkpoints or something to not have a hard reset would make it feel a little more fair. Some of my deaths were a lack of skill on my end, I can admit that. But I didn't like the ones that were from randomness or the games system just deciding to not like me in that particular moment. Another thing, I often died from my own weapons on the ground getting in the way and slowing me down.

Overall, I really enjoyed the game. It was fun, but too difficult for me personally. I didn't care for the hard resetting and wish the combat felt a little more polished. But overall, this was a game made in 48 hours. It was fun and you should be proud of what you made in such a short time. I genuinely enjoyed a lot and I plan on recommending it to a few people. great job! 

Developer(+1)

Thanks a ton! ill try to fix the issues and polish the game more in later versions and thanks for sharing it with friends.

Submitted(+1)

Awesome! Nice and simple idea where different items affect different enemies, and nice and clearly displayed too. I just wish picking up items could be done with the same button, picking up the one that's closest to you. It can get a little finicky with 3 buttons for different items.

Developer

Thanks a lot :). The pick up buttons are probably my number one comment and i intend to change how it works when i make it full fledged.

Submitted (1 edit) (+1)

The design was really good! I was really impressed with the intuitive tutorial!

I'll be completely honest, I didn't expect much  from the looks, but the concept and gameplay was good. It was a fun experience, and I was surprised!

Developer(+1)

Thanks so much. to be honest as i was looking at the screenshots I was getting kinda worried they made it look too bland.

(+1)

Concept is great. Holding only one while needing different weapon types for different enemies is a fun challenge. 

I found myself absent mindedly trying to hit the space/shift key to increase my movement speed / dash so I'd say that instinct means there's something to look into there.

The tutorial bit is a great touch, the player will never enter content they are unprepared for; a dash would also help make this bit go faster for returning players.

Juicey sounds effects and maybe a screenshake on hitting enemies would go a long way to make the game feel good.

Definitely stuff to play around with, can only see it getting better if you choose to continue work on the project! 

Developer

Thanks a ton surprisingly almost all of what you said was intended at the start but i didn't have time to implement. I do intend to continue on with the game hoping to make it full sized especially if it ends up in the video.

Submitted

well done, very good game!

https://itch.io/jam/gmtk-2019/rate/462032

Developer

Thanks a ton :)

Submitted(+1)

I liked the concept! Really makes you think and create a strategy. I think it is maybe too cluttered, though. Most times I didn't have enough time to think, and was already cornered.

Missed some extra SFX, but overall great job and take on theme!

Developer(+1)

Thanks a ton for playing. I agree that it's a hard to think through the clutter especially in the later stages but I was trying to make it a bit soul's like. Don't feel discouraged though the only person to get to the last stage so far was my brother after like an more than a hour. 

Submitted(+1)

That's fun dude! I really enjoy that mechanic. I just wish I did't have to replay the tutorial every time.

Developer(+1)

Thanks a ton I realized that I had ended up making a tutorial that replays on itself and wanted to change it but I couldn't in time if and when I make a full game therell be a proper one. 

Submitted(+1)

Wow! This is super fun and unique. I love the single inventory slot mechanic. Good music and art too. I'm curious why you use different buttons to pick up different items rather than having universal pickup and universal drop. I love the moments in the game where I'm thinking "where did I leave that weapon?"

Developer

Thanks so much for playing and reviewing! I get the different buttons question a lot and if and when I make a full game I'll definitely change it but I made it like that so when the items clump up the game doesn't glitch out. 

Submitted

Great art style! Encountered a game breaking bug, but other than that I had fun with it. Good job :)

Developer

Yeah didnt have time to fix it lol thanks a ton for playing and rating :).

Submitted(+1)

You should really read the instructions! Tried without and was confused haha. Really nice and fun game! And kinda hard. like it!

Developer

Yeah sorry about that couldn't make a tutorial in time. Keep trying because theres also a special ending :).

Submitted

That wasnt negative to you! Just to new players and myself, haha. After reading the instructions it was easy to understand ;)

(+1)

Really solid and concise execution.  The art has a lot of character, though the pixel font is just a little hard to read on pixel art. I'd love to see what other items might be added if you continue working on this game!

Developer

Thanks that really means a lot to me I plan to continue it if it's put in marks video I have a bunch of ideas for if it becomes a full game

Submitted(+2)

Solid and fluid gameplay. Wish the sword had a slash or something, and maybe a few more incentives to switch items. Despite that, though, I found myself switching items all the time :) Good work!

Developer(+1)

Thanks a ton :) I tried to make sure that you had to use all of them but it was hard when balancing. 

(+1)

Love the idea, love the use of the 'only one' theme, a couple glitches but overall nothing too serious or unexpectedd for a game jam. Solid entry. Best I've seen so far.

Developer

Thanks a fair bit of the time spent went into debugging glitches but it just wasn't enough we ended up sending it in with some minor ones

(+1)

This game could definitely become into a full fledged game, because of it's unique but fun game play. Great concept and use of theme.

Developer

Thanks a lot! :D

This games music is very good and so is the art, really gives the game a nice vibe, however, I feel that some things could be improved, for example i think that the sword feels kinda redundant because  when you can only hold one weapon at a time you would naturally go for the one that can defeat most types of enemies and so the sword gets left behind, I also felt that the game area was a bit too small for the amount of enemies that spawn especially when you have to pick up different weapons off the ground. I do, however think this concept could work in a full fledged game. 

Developer

Thanks! I struggled with making sure that all the items were necessary and do intend to work on balancing when i make a full fledged one. my current idea is to add a shield that needs sword to break it too.

Submitted

The games art is great, but it's weird having to use different buttons to equip different items. It would be a lot easier if it was one button to equip like E instead of 1 2 3. But still fun, I know this is a game jam game but I would still try to avoid making the tutorial a bunch of text.

Developer(+1)

Thanks for the compliment I'll definitely change the controls in the future to be more comfortable. The reason they were separate is we thought if the items were clumped up it would be hard to choose which to pick thanks for playing the game and leaving feedback :). 

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