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A jam submission

Dash KnightView game page

A game about going fast
Submitted by Noobernoobnoob — 8 hours, 14 minutes before the deadline
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Dash Knight's itch.io page

Results

CriteriaRankScore*Raw Score
Concept#84.1004.100
Use of the Limitation#103.9003.900
Overall#133.4753.475
Enjoyment#193.0003.000
Presentation#252.9002.900

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

Team members
1 - just me :)

Software used
godot, blender, fl studio 21

Use of the limitation
your 2 items are a dash orb and a sword

Cookies eaten
about 9 cookies, 15 if you count biscuits

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Comments

Submitted

We also have a big red dude in our game xD.

Nice idea, the game movement reminded me a bit of Neon White.  A bit hard to understand how the controls work at the beginning, but once you get the hand of it it's pretty fun!

Submitted(+1)

I felt a bit like that Cuphead journalist who couldn't get past the first jump for a while, but I eventually got over it, then immediately died.

Furthest I got to was the room with the red men. Due to the constant changes in velocity, I could not time my swings and instantly died. It's a really fun design, but in my personal opinion and level of gaming ability, your main mechanic became your biggest downfall in that moment.

I love the concept, I'm a fan of the visuals, but the sudden difficulty curve is so huge that it's hard to get over. This would be the sort of games that speed runners would play for world best time, but for someone more casual like me, this does not appeal to me enough to play more than a handful of times.

Please don't get me wrong, this is a great submission and a clear indication of how well you know Gadot, this one is just not for me. Great submission!

Submitted

I really like the concept of the game, and I think the two item limitation is conceptualized and met pretty well. I can absolutely see what you're going for with the game, skill based is a ton of fun, but I think this one could use some tweaks. The basic movement is a little slippery and too hard to control at times, which makes the enhanced mobility options tougher to use. I think it would need a bit of fiddling to get right, but I know it would turn into a really awesome system if given the proper care. As mentioned by others, more instructions would be helpful. I could just have failed to achieve it, but it seems that clearing that first tall wall requires a lot of momentum built up, so putting the instructions right at the wall requires you to go up to it, interpret the sign, go back a bit, and then attempt the jump. I think putting it earlier, possibly at the beginning of the stretch leading up to it, would communicate what to do a bit more clearly, and if a player misses it and has to come back still, it's on them for running past it. That's just one minute nitpick though. Overall, I think if you like the core concept and  want to dive into this style of movement even more, you should. I think any game going for this type of movement would feel pretty similar after just three days, so give it the time it needs and you'll have something awesome!

Submitted(+1)

Graphics: In a 3D platformer, the most important thing, though it's a tiny detail, is a drop shadow. Placing a shadow directly under the player can provide a much needed sense of depth when looking at the ground. On top of that, any amount of shading would go a long way. All the walls are the same shade of brown, which makes it a bit unclear where corners are.

Audio: The music is a bit... repetitive. I like how it builds! Extra instruments are added which is very nice, though the melody rarely deviates. That being said, I like how long of a loop the track is.

Mood: The creepy enemies set the tone 100%. Any other design and this game would feel different. I like the creepiness of it all.

Innovation: In a weird way it makes me think of Celeste 64. Dashing is a super cool mechanic that more platformers should explore.

Fun: I had a blast. Just flinging myself into the void trying to find cheesy shortcuts.

Overall: I mention it in the video, but some of the mechanics are just not explained to the player in a good learning-environment. You had a poster on the wall in room 1 (which was honestly pretty vague) and I think the game could use more of those. I recognize now (after finishing the game) that you explain some tips on the web page, but that should really be explained in game.

And here's a video of me playing! Great game. Cheers!

Developer(+1)

i love the video you provided lol, you'd do great as a youtuber. also thanks for the feedback, I'll make sure to keep all that in mind! also thanks for pointing out the repetitive melody, i really want to get better at making music and that's a very good critique

Submitted

Amazing concept!!! Such a clever implementation of making 2 simple items to solve more complicated puzzles. It reminded me a little bit of the portal games since I thought this was a really clever puzzle/adventure game. This is really cool, great job :)