Play game
Eny and the Revenant's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #3 | 4.711 | 4.711 |
| Overall | #31 | 4.178 | 4.178 |
| Audio | #40 | 3.956 | 3.956 |
| Authenticity (use of resolution) | #53 | 4.689 | 4.689 |
| Gameplay | #135 | 3.356 | 3.356 |
Ranked from 45 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Just me on this one. I had a lot of fun! I made the music but otherwise sourced some sound effects. Art by me :)
Was the resolution a challenge?
Having enough screen space for combat, and trying to keep the player and enemies on the screen at the same time without disorienting autocameras. Also off-screen markers helped to keep track of the player's sword once it has been thrown and landed somewhere, and for flying enemies that swoop off-screen.
What did you learn?
I wanted to see if I could make something really pretty with 64x64 pixels. I've done a bit of platformery combat before, but also wanted to take that to the next level. I developed some pixel art animation skills during this jam and am really happy with what I've learnt.
Leave a comment
Log in with itch.io to leave a comment.






Comments
Visually fantastic. I love the reflections in the low resolution water. I don't think I've seen anything quite like it before. Bit too hard for me to control though I'm sure I would have got the hang of it eventually.
Thanks so much! :) Yeah it's a bit of a learning curve - I appreciate you checking it out!
Excellent character design, animation, pixel art, and tech art! While the design of the gameplay has merit, the execution could be more polished as unpredictable collisions ruin some of the experience. The scope/length is also quite limited, but understandibly so, looking at all the detail that went into the visuals. Perhaps a lesson for next time to pay more mind to this balance :) Great effort!!
Greaet art, but unfortunately the game was too buggy for me. There were frequent hit registration problems, and I just did not find a valid use for throwing the sword because it's really hard to get behind enemies to retrieve it.
That art, those effects, that music, just wow. I wish the game was a little easier so that I could see more of it 😅
Thanks so much <3 Yeah sorry haha. Dw it's not that long a game anyway
Awesome game and very nice micro-2D-soulslike!
Thank you!! :)
This is super pretty although maybe a little too hard for me! The water is really nice and the sfx work well too! Nice job!
Thanks very much <3
The graphics and animation is awesome. The gameplay took a bit to get used to, took me a while to realise I couldn't brute force the enemies. There were some bugs, sword not dropping on respawn and I died at the end text and respawned into a white background. Overall, the level was short and diffcult but feels like something that has potential to be a bigger project.
Thank you :) Yeah I'd like to see what I could do with more time to improve combat and add more content
The combat feels a little clunky. It feels bad that I can't roll past enemies, and so if i throw my sword over a dude, the only way to get it back is to let him attack through me. The sound effects aren't great but the graphics are still really really awesome! Probably the best looking game in the jam, I have no idea how you even started to make that amazing looking water. It's great. The enemies feel like they don't react enough when I hit them. On respawn after dying my sword was gone, and i had a white arrow indicating it was high above me. I don't know what happened there.
It manages to feel a bit too hard to deal with the enemies, whilst also making me feel like the deaths weren't my own fault. Sometimes rolling through an attack still got me hurt, other times i took no damage. I also feel like some sort of knockback on the player would've been cool.
Graphics were really good. Loved the reflection shader(?) and the parallax background!! Reminded me of Kingdom Two Crowns. :) Gameplay was frankly a little difficult. I think the enemies could have been a little more forgiving in terms of timing and/or number of hits to kill them. Also, if you throw your sword and miss, it would be nice to be able to dodge through enemies to get it (without having to take damage).
Thank you so much!! :) Yeah it's meant to be difficult, but not meant to be unbalanced - I just didn't have time to improve it unfortunately.