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A jam submission

What weapon is more fun?View game page

Submitted by ShinichiSaiko (@ShinichiSaiko) — 3 hours, 32 minutes before the deadline
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What weapon is more fun?'s itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#632.8603.000
Controls#772.9563.100
Overall#1132.6022.729
Originality#1132.7652.900
Graphics#1182.5742.700
Audio#1212.1932.300
Fun#1282.2882.400
Theme#1312.5742.700

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.2.2

Wildcards Used
hardcore

Game Description
"What weapon is more fun?" is a short game where you fight through 15 enemies and 1 Boss. After every fight, you can choose whether to use your current weapon or your enemy's. The weapon of your choice gets 50% of the stats of the other weapon. With every fight, you level up, and your weapon grows with you.

How does your game tie into the theme?
After every fight you choose between your and the enemies weapon. The one you chosse is your new weapon and the other one get's forged on top of it and you receive 50% of its stats.

Source(s)
no

Discord Username(s)
shinichisaiko

Participation Level (GWJ Only)
first time

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Comments

Submitted

This looks like it has the bones to be a fun turn-based fighter.

I think i had some issues with the stretching of the UI in browser mode. The main elements were in the top left, while the "next" button was hidden in the far bottom right. It was slightly a hassle, to have to click "next" in between each turn.

I wasnt too sure if there was a specific strategy, but i just went with stacking one stat (agil) all the way, and i didnt face much difficulty killing the enemies. The different weapons was a nice touch, but ultimately i did not figure out what each stat does. But i liked seeing my damage go up gradually.

Submitted

Fun idea and gameplay, but it felt a bit easy just by choosing Strength and the basic weapon every turn

Developer(+1)

Because of the time, I had to cut some ideas, like different damage types and better scaling

Submitted

The enemy sprites were awesome!

Developer(+1)

I linked the creator of the asset on the game page

Submitted

Nice little game.  Small things made it mildly inconvenient to play (next turn button being waaay in the bottom right, for example), but it was a decent implementation of turn-based combat with a twist.  Great job getting it all together and functional, I loved the little enemy sprites throughout!  I will say, I managed to get through the entire game without once switching weapons by just pumping up strength and agility, which was...oddly satisfying.  Thanks for giving us a game to play, good job!

Developer

Thank you for your comment. Yes, I could have thought a bit more about the next button, but it was like that in the first sketch that I made of the UI, and I didn't think about changing it. And although not wanted, getting triple-digit strength is kinda satisfying

Submitted

If it makes you feel better, my Next Level button and my Quit button should definitely have been swapped.  I think your Next Turn button drove home the point in my own game that button placement really matters.  At least we can both walk away knowing a little more about UI dev! :)

Developer

I was immediately focused on the next level button and didn't even see the quit, so the button placement was completely fine in my opinion. 

Submitted

Cool little battle simulator. I wish it was more turn-based, instead of both you and the enemy attacking simultaneously, but The choice of weapons was interesting "Whiskers ftw" and made the game have a unique twist. Congratulations on your first GWJ submission and good job :D

Developer(+1)

I wanted to make it so that every attack gets its own animation. With that, there would have been a split of your and the enemy's turn. However, I had never used animations before and did not find the time to learn and implement them. And I am surprised that no one found the Markiplier joke :P

Submitted

Idea is great, but it quickly became the obvious choice to only keep your starting weapon, as it's stats had been compounding since the first round. If you developed the idea so that there is a reason to pick a new weapon, and there was a (more easily?) way of knowing what the different stats did it could be a really fun game!

Developer

In the beginning, I wanted to make a magic damage system and even some status effects, but that quickly became to much for 1 week time,  and so I just went with a simple bonk the enemy

Submitted

Hey I really like the art on this one for the enemies very cute :) I think this is a great base for a battle system that you could build upon / include as part of a future game

Developer

Thank you for your feedback. The art is an asset and I linked the creator on the games page.

Submitted (1 edit)

Nice game. I liked the game system. But wasn't sure what the Defend or Skip Turn did. And what the Agility and Wisdom stats were. I choose attack everytime. Pretty soon my weapon was very powerful compared to all enemies, so I choose to retain that always. Enemies scaling up in power would make this more fun. Well done!

Developer

The enemies get selected randomly from their module level, and the modules scale (no balanced scaling, but at least a start). The Defend and Skip Turn buttons were in my early designs when I thought of adding a lot more things, but in the end, I had to cut a lot, and they ended up pretty useless

Submitted

Pretty fun! My only complaint is that theirs no reason to choose anything other than attack, +strength, and same weapon.

Developer

It was the easiest way for me to make a system that works as a game and I didn't have the time to adjust the system afterwards