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One Spear, One Kill's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #394 | 4.220 | 4.220 |
Design | #527 | 3.602 | 3.602 |
Overall | #738 | 3.591 | 3.591 |
Originality | #1407 | 2.951 | 2.951 |
Ranked from 123 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Pretty tough, but I had fun. Loved the sprites, they're adorable.
Thank you for playing, but sprites were made by 0x72.
Another novel take on the one bullet games. I think you're had a great amount of juice and enemy types, but it may have been good to see some variety in the level itself!
Thank you for playing. Maybe it the distant feature, I'll make several different arenas with diverse traps and rules.
Great game :D! Good amount of screen shake :D, enemy variety...
Maybe the game would have had more interesting choices if the enemies could hurt each other :). At least for the exploding one.
The big troll with knives is very brutal xD. A little window for invurnability after getting hit might be good :).
Only one bullet is pretty common, but it's good to see a spear, which you can throw light or hard :).
Good luck with this game and with future projects :)!
Thank you, I did my best,
I finally found the time to play your game, as promissed. I was busy with the Kenney Jam :D
I really like your game. Maybe because we have a similar concept ;)
Animations are nice and the enemies have an interesting AI.
I did not like the big enemy because he is throwing too much sword. So even if you get close with 5 hearts you are very likely to get die.
Does your game has music and sound effects? Because I couldn't hear anything. This is sad, but was no requirement for the jam.
Thank you for comment. Speaking about zombie guy, he's overpowered right now, indeed, in a new version it'll be re-balanced. Speaking about sounds, there aren't any sounds as I didn't have time to implement them.
feels satisfying to play. good job!
Thanks for playing.
The concept remined me a lot of Titan souls a lot, the main difference being that this one is a bullet hell... a very fun one.
I wish the character could be able to dash since things can get really cramped but overall is a very good top-down shooter
The concept remined me a lot of Titan souls a lot, the main difference being that this one is a bullet hell... a very fun one.
I wish the character could be able to dodge but overall is a very good top-down shooter
Thank you!
Bullet hell perfection, this would make a fantastic roguelike
Thank you!
I have to agree with SaadSerious, this is similiar to a lot of games in this jam but it is indeed very well made and could be taken further and developed on more.
I would like to see a more polish and complete version of this game. Not trying to say it doesn't have it's polish or feels incomplete just that a tad more work and I think you could make it even better.
Thank you, I've already planned 2 new versions of the game. The very first one will add sound to the game.
Awesome looking forward to that :D
So far i've seen 100's of games submitted with similar idea(one bullet,1 arrow,etc) but by far this is the best implementation & execution of the idea,great work.
Thanks, I did my best.
If only you could kill enemys with the creepers... 5 STARS
Thank you for playing.
Pretty nice arcade game! Love the way you get quickly surrounded and you need to dodge every enemies / projectiles nearby, it gives me a shooter feeling.
The art is so cute and there's a lot a special effects everywhere.
The autoaim when the spear is nearby is pretty cool too.
Perhaps you can improve and add more juicy like screenshake when the spear lands on ground + a little special effect to make a better impact.
Good job! ! :)
Thank you, I'll think about additional screenshake, as right now it indicates taking damage.
Warning: Essay review incoming.
So, I really like shooters and I have a lot of opinions about shooters. You're gonna hear a lot about that in the gameplay section. I think your game as a whole was fun, but could have a slight bit more of gameplay polish. But overall, I enjoyed it.
Regarding art. I think the style is there, it fits, it does the job. Art isn't my forte so I'm not in a position to critique it hard.
Regarding gameplay, I have some suggestions. I'll be making this a bulleted list to organize my thoughts.
* So, first things first. In a shooter, making the weapon feel fun to use is the top priority. Charging up the spear then tossing it is enjoyable, but it feels like it's missing just a little bit of something. Spears aren't necessarily light weapons, but this relatively light-looking character chucks it around at high speeds with relative ease. Visually, it looks slightly off to me. It's not a horrible problem mind you. But it's missing something. Maybe some slight screen shake could help make this feel better? Maybe if you had time for sound, that could help as well? Also, maybe making it so the spear starts out just a little slower when you throw it than the rest of the travel time, even if it's just for a few frames might help? Don't quote me on that, it's just a theory. But my thinking is, it wouldn't look like it's already at top speed the second you throw it. Something to do with the animation I think would help, I just don't know if my suggestion is the perfect fix for it, I'm a bit unsure.
* Next, I have a minor complaint about retrieving the spear. I actually really enjoy bullet hell-esque games where you have to dodge small projectiles like yours. It can make you feel like a real badass when it's done well. However. A problem I encountered *a lot* was, I'd throw the spear, miss slightly (not because of the game, but because of my own skill) or not get all the enemies in one hit. Then, it'd land right next to an enemy or a few. The problem with that is, the AI will just stay *RIGHT THERE*, right on top of the spear, and camp it. That means you physically cannot get the spear without taking damage unless you walk far enough away from the AI camping it for them to also walk away from it. It felt like I had to walk a bit too far away for the AI to get away from my spear when this happened. Also, if a 4 heart enemy, the one that throws a lot of close range knives, was camping a spear, I usually took a lot of damage or just died. There was little I could do beyond try to get them away from the spear, or just die. I struggled a lot dealing with them if I didn't insta kill them, especially if there was more than one chasing after me at once. This became really challenging with me needing to be so far away from the AI when they were camping the spear to make them move. It actually usually took 5+ seconds for me to get the spear if an enemy was camping it. That, for me personally, is too long. With the core gameplay loop being: "1) Charge up and throw the spear. 2) Dodge enemy attacks. 3) Retrieve the spear". Step 1 of that loop happens very quickly. But you spend a LOT of time in step 2, relative to the other two steps. This wouldn't be horrible if the step was just a little bit shorter or easier. But for me personally, I think step 2 of retrieving the spear was often too long or too hard due to the AI camping the spear and me having to walk so far away from it to get them to move away from it.
* Overall, the core loop was fun. I enjoyed throwing the spear. I enjoyed the bullet hell-esque dodging of the small enemy projectiles a lot. More than I thought I would. But, I think making it feel a bit more impactful when you kill enemies with the spear would make it feel more satisfying and fun overall.
But at the end of the day, you made a game in 48 hours and it's a fun game that I really enjoyed. Overall, you did a great job and I hope you learned a lot from this project and that you continue making even more fun games down the line!
Thank you kindly for such amazing feedback, I appreciate your effort!
Cute simple game. Though i miss more options to get my weapon back - maybe some kind of "magnet" which pulls the spear back again, a rubberband upgrade or something. This can then be used to create even bigger combos.
The different enemy types were definitel a plus.
Thank you! I'll think about some kind of magnet.
Reminds me of nuclear throne though i never played that game, haha.
This was pretty good! The art is really nice and the mechanic, though not very original, is well implemented. Simple and nice!
From the mechanics side, it needs a little bit of complexity, IMO. A enter the gungeon/nuclear throny roll would be quite nice, as would be powerups that could spawn around in the map just to make you move more around. Maybe even traps on the floor, or holes. You could even lead enemies to them!
It was weird for me to see the enemie's life, as i thought most died in a single hit so what did it matter. Later i figured out it depends with the force of the throw, however you must barely hold to make 1 damage. Would probably suggest having to hold it more, and maybe adding some more punch to the throw.
From the graphics and feel side, graphics are nice, but it really needs better feel. Screen shake when enemies die would be awesome, specially coupled with particles that could fly off them if you kill them. Coupled with a sound of the spear ripping through the monster and if you land a good multiple hit it would feel incredible, with particles flying everywhere, monster parts on the floor and screenshake going wild, while hearing the sound multiple times. It would really change everything!
Sorry for just posting mostly ideas in the comment, i just see this as a game with really good potential. Continue it!
Thank you for such feedback. Right now I'm planning the first and second updates of the game. There will be sounds, dodge, temporary invincibility and some spear refactoring. Also, I have some thoughts about power-ups for the third update.
Speaking about traps, I wanted to add some kind of them but didn't have enough time. Also, I have some thought about adding an enemy pushback mechanic to spear.
I like it. It's not that easy also it could use some music/sound effects but overall it's really good
The new version is in progress! Thank you.
Was a little disappointed I couldn't do a Wallie :P
This is a solid arena shooter, I like the assortment of enemies, the timing of their attacks works well with the pace of throwing and picking up your spear. Combos feel really good to rack up. I'll be coming back to this one in the future.
Here's the soundtrack I used: https://chicagoresearch.bandcamp.com/album/cr013-club-music-vol-1
Haha, I thought about some power-ups and 'wallie' will be a nice addition.
It felt like I had been exiled and dropped into a battle pit to fight for someone's amusement. Really liked the varied enemies and picking up the spear again added a strong element of planning and prevented endless kiting. If it had audio and some more juice to it would be amazing! :D
Thank you for playing!
This game is really incredible, and overflowing with potench.
This could really be made into a commercialized game with a few added content and a bit more polish, to ressemble a type of game similar to Devil Daggers in concept, for exemple.
The combos, the spear charging and the variable throw distance make for interesting on-the-go decisions, that make you want to improve and get yet a better score.
There are so many different enemy types, each easily recognizable, predictable, and each having his own unique mechanic adding itself interestingly to the mix.
This game would get the perfect score for me, but I have to substract one star to the design for the lack of music and sounds, out of respect for the ones who spent time on them.
Excellent game, among the best I've played this week.
Also, congratulation on your 100th rating!
Thank you for such a detailed fieedback. The Game didn't have any sounds because of the lack of time which I spent on polishing game play and mechanics. :(
Pretty cool, nice graphics, cool enemy variation. Nice work!
Thanks!