Play game
A Sword for Sir Key's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #67 | 3.538 | 3.538 |
Controls | #74 | 3.000 | 3.000 |
Audio | #81 | 3.077 | 3.077 |
Accessibility | #83 | 2.769 | 2.769 |
Theme | #90 | 3.231 | 3.231 |
Overall | #102 | 2.868 | 2.868 |
Originality | #144 | 2.385 | 2.385 |
Fun | #147 | 2.077 | 2.077 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.1
Wildcards Used
None
Game Description
A short adventure featuring soon-to-be-king Arthur.
How does your game tie into the theme?
Characters and motivation are rooted in Arthurian Legend
Source(s)
No
Discord Username(s)
KapitanC, ÆO, Captain Squishy
Participation Level (GWJ Only)
This is the second time
Leave a comment
Log in with itch.io to leave a comment.
Comments
This maze actually confused my brain a bit; I couldn't tell if it was actually changing as I walked around, or not. I managed to somehow find the sword basically by following the advice "go clockwise", which I did to the best of my ability. I boil my success down to total luck.
As far as the game itself goes, it was functional, but I think it needed a little bit more oomph. Splitting the maze into several smaller mazes with a staircase leading down in between each, something like that, would have made me feel like I was "getting somewhere" even though I'd essentially be walking the same exact amount of paths. The text had no indicator telling me there was more text to read, so I'm SURE I missed some of the jokes early on in the maze. A few of the ones I did catch made me chuckle. Kudos on the MP reference, ladies of the lake should not be a basis for a system of government indeed. I do think these hints could have been placed NOT at dead-ends, to make the right path feel rewarding and the wrong path push me away naturally.
The skulls likely could have been left out entirely in their current state; without something to smack them with, or at least some juicy knockback, iframes, etc for the player, to make them feel part of the scene, they really just detracted from the experience of walking the maze. A non-moving obstacle, a set of retracting spikes eg, would have served a similar purpose but felt more engaging and not out-of-place mechanically: all you're really doing in this is walking, so lean in to that and make me walk differently from time to time.
Overall an ok experience. I loved the writing, even if it was a bit much to get through at times (the story exposition mostly, not the jokes). Well done, thanks for giving us a game to play!
Cool game. Has a BIG issue. No fullscreen mode. Also, some texts don't fit into the screen.
I loved how you can place as many markers as you want and the game was running smoothly after more than 1000 markers placed. Quit a lot of scrolls, but I didn't grasp it from the start that each scroll can be read multiple times for new info. Skulls are not friends, but not enemies they are. I'm pretty sure they just wanted hugs, and our protagonist is allergic to hugs.
Nice work, though some hitboxes could be made better and could be more content in the game.
We appreciate the comments you guys! As a team, we're still relatively new in learning Godot but we're happy with the progress we've been able to make so far :3
I appreciated the humor throughout the game, although I would have also liked some true hints towards the location of the sword. I found myself running low on patience and eventually cornered by two skulls. Needless to say, I did not get the sword. I liked the art in the game and the overall tie in to the theme of the jam though!
What drew me to this game was actually the comedic thumbnail. I basically had the same situation in the game. haha
It's a pretty simple one but I ended up playing the game for a while. I liked the art style, too. I'd have appreciated a touch more sense of progression rather than reading the scroll but overall, I liked it!
nice!
Ah a maze runner! I liked the music and art and the fog shader!
I had wanted to ask, what the merlin markers did, but halfway through the game, I assumed it was to serve as a breadcrumbs trail to make sure we don't go in circles, nice touch!
I think the game probably needs a shorter maze, or some other elements to promote gameplay so it doesnt feel too repetitive. Also, you can enable a fullscreen button when uploading your web-emb to itch! That might help!
Pretty good looking and sound great but I just quit after getting to the dead end of a long path
Your thumbnail is awesome! The skull enemies weren't threatening enough in my opinion.