pretty fun game, a lot of content for the amount of time to produce. If you where to take it beyond the jam maybe working out a way to increase the pacing somehow could keep it engaging for a long time. But overall pretty great game :)
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Weapon Possessed's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #245 | 3.776 | 3.776 |
Originality | #287 | 3.983 | 3.983 |
Overall | #361 | 3.741 | 3.741 |
Presentation | #1060 | 3.534 | 3.534 |
Ranked from 58 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Typically the player has control over their weapon to fight the baddies, but this game explores the idea of the weapon becoming an enemy outside of the player's control.
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
Very nice aproach on the jam theme! I would love to play more levels, the game is easy to pick up, but still chalenging. Also the animation is very funny! The ending is cool too! Had fun :)
Very interesting "reward" for beating the game, you have a great sense of humor, I'd love to see another game made with even more jokes.
Awesome game! I really liked the main character animation, it's really funny. I think that maybe if the sword kills que little slimes with only one hit could be even more fun to line them to kill them all with a single blow. The boss is real great too, hope to see more of this project in the future :)
Great game! Cool to see another take on uncontrollable AI "companions"
Loved the ending!
I have to tell you that it is my fav for now :)
I was little sad that it was so short.
Inspiring idea!
This is a really good concept, I like having to kite enemies into the sword instead of aim at them, it adds an interesting dynamic. I wish the sword attack was a bit faster sometimes, and there seems to be an issue with death...
This is a really great concept!! having to lure the enemies into the trajectory of the blade felt really fun to play! The Levels are all designed well, as they accommodate the gameplay nicely, but i did find a soft lock where I was surrounded, I wasn't taking damage and my sword was deactivated so I couldn't do anything.
Other than that the game looks and feels great!! Well done :D
Cool concept! Staying alive in that last area was pretty fun :)
It felt like actually lining up the sword launch and the enemies was kind of pointless (I feel like that would be the first thing people try since it's not immediately clear that the rotating sword also damaged the enemies). The optimal strategy seemed like it was to group up all the enemies into a big clump, and then fire the sword ahead of them so that when it starts rotating afterwards it hits them all multiple times. I also grouped them up at the start of each level before I activated the sword because it damaged all of them when it got activated.
There were some issues with the sword not launching properly because it was slightly inside of the outer wall after rotating to face the player.
A really neat and original spin on bullet hell games. I would love to see this developed further. Some cool story potential with the relationship between player and sword too. Awesome work!
Its a great concept man. I hope u are thinking about expanding this later.
Like how you interpreted the theme for this. Good concept and fun game. Good effort!
This is such a cool submission, loved the way you took the theme and did something really interesting with it. The scared running player is hilarious great work!! :D
This is really cool! Being chased by a murderous flying sword and using to kill enemies is a great concept. I think it could be a bit better, might be more tense if the sword is faster and persistent the whole time after activating it rather than needing another prompt after 3 stabs. Maybe an enemy that can disable the sword if not maneuvered correctly.
The secret room was pretty great ;)
I'm guessing it was supposed to kill me tho :P
Hey, thanks for the feedback! I chose to have the sword deactivate in order to force the player to change their pace a bit during battles - from running around kiting the enemies to luring them away so you can safely activate the sword again. If you plan it right you can use the activation phase to your advantage too!
Oh and I definitely wanted to flesh out the enemy types but wasn't able to get to that in time. Nice idea on the sword disabling enemy, maybe I will add that :)
My sword is my worst enemy... :-) I loved kiting around the enemies into the swords path, while trying to dodge it myself.
Fitting theme. Love the style. Appreciated the narrative. I found the game a bit slow at times though.
I think that there was room to grow within the mechanic.
Nice job :)
For me personally, it was more the speed of the game. I think if the sword had killed enemies one shot, went through them, but was harder for you to dodge it might have been more interesting. Kind of, you gotta dodge the enemies but the real challenge is dodging your out-of-control sword lol. Obviously would need testing though and 2 days isn't long to try all those kinds of possiblities :)
I would have also liked to see the sword being more out of control. As in, instead it doing the turn and shoot thing everytime, you never quite knew what it would do. But always knew it would come towards you.
Anyway, obviously the idea was cool if it has so many dimensions to scale on :)
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