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Blood Paladin's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #4029 | 2.345 | 3.000 |
Fun | #4260 | 1.990 | 2.545 |
Overall | #4346 | 2.061 | 2.636 |
Presentation | #4763 | 1.848 | 2.364 |
Ranked from 11 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?
Every 12-ish seconds the character is controlled by AI, players must plan ahead to minimize loss and maximize gain.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
I think the base idea is solid, and I like that you spun the out of control theme as something positive here (at least that’s what the mechanic feels like). But I feel the game takes too much time to ramp up to a state where that mechanic shines! Especially for a game jam, make sure people have the “ahhh, I get it!” moment early on! More enemies at the start (and more that group up) would do wonders here :)
Keep up the great work!
Hi! Thanks for the feedback! At first I felt that the players might feel overwhelmed if more enemies will appear right at the start. Especially with the kinda wonky controls. Looks like I held them back too much huh? Thanks for trying this out!
Love the idea of losing control of the character but found that he's a little OP if you just sit back and wait for him to rage out to kill the enemies. Might be good to add a system where he loses health when he rages and you need to kill enemies in between to keep him alive.
Hi! Thank you very much for your feedback. We totally appreciate it. We actually had this idea that the character "bleeds" out health while walking in rage mode, then recovering health based on the number of enemies hit by the rage attack. Sadly, it never got in the game. Thanks for trying this out!