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An Arrow's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #26 | 3.056 | 3.056 |
Use of the Limitation | #28 | 2.722 | 2.722 |
Enjoyment | #30 | 2.444 | 2.444 |
Overall | #30 | 2.708 | 2.708 |
Presentation | #31 | 2.611 | 2.611 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
anchor5794
Software used
godot
Use of the limitation
You only have a crossbow and a single arrow. Just two items.
Cookies eaten
A pack
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Comments
Feedback in the style of other jams:
Graphics: I love the 3D models! Very impressive work with the animations too. I especially like how the boss has a dying animation, instead of the game immediately ending when the health drops to zero. I think there's some room for improvements though, for instance: The default unity skybox is visible. I think this game could use some walls, yeah? Maybe make it look like the end of a dungeon.
Audio: Great music! I think the boss's attack sound effect is a bit weak? I think it should be a real crunchy "THUNK" rather than a soft "Tong" sound.
Mood: I love how the game is emphasizing how much larger the boss is compared to you. It's a real David Vs. Goliath perspective, and I think it was done very well.
Innovation: It's honestly a really creative boss fight. I haven't played any boss fights that were quite like this, and I enjoyed it.
Theme/Limitation: It really feels like it's only one item. I guess the boss has the other item? Or perhaps the bow is one item and the arrow is the other? I usually would consider those two parts of one whole. Perhaps I'm just being nitpicky.
Overall: Very nice! The pacing is good. It's a nice 2 minute long game, any more and it would get stale. I couldn't see myself circling this guy dealing 30 individual hits, you know? Speaking of, I think it's silly that the health is arbitrarily multiplied by ten. Why not just make the health count down by 1? Anyway, I enjoyed the game! Great work!
These are all good suggestions! Thank you for feedback and thank you for playing!
This is an interesting concept for a game. You nailed the perspective of the game. The player really does look tiny compared to the giant. Unfortunately the game doesn't feel like it has any depth. The boss can't hit you if you continue moving in one direction, and even though you have to stop to fire the arrow, doing so is just a matter of very quickly pressing both buttons on the mouse. I think this is a good base for a boss fight but it needs more work to really flush it out.
Thank you!
3D generally more difficult to work in than 2D, so kudos for giving it a go in a 3-day jam! The controls and movement felt smooth. However, my character seemed to get "off-track" at one point, and I was no longer able to pick up the arrows because my character was too far back from the boss.
Oh, it's one of those flaky bugs. I don't think rogue went of track but arrow spawned in a wrong place 😅😅 I thought that I had fixed it but turns out I just wasn't lucky enough to get it!
Thank you for playing!
It's fun and easy to play - perfect jam game scope. I wish the boss used harder attacks as you brought his health down, to keep it challenging and fresh. I like that it takes a moment to aim - it makes the boss look intimidating, and I'm scared each time that he'll attack before I can finish shooting. I think if I had to aim at a specific point on the boss, it would make me feel even more tense.
Yes, that was original plan! Make aiming hard but I spent too much time debugging other things 😁😁
Thank you for playing!
Decent concept but I would have preferred to have full movement and the arrow having more of a bounce effect to see it easier for picking up
Thank you for playing!
I like the concept of this game a lot. The balance of dealing damage and being in a position where you're defenseless and have to hunt down the arrow (which I wasn't able to pickup at one point, unfortunately) is really engaging and creates the right amount of tension for a battle with a big enemy. I think there are a few things that could use some tweaks, mainly movement and controls. You can survive infinitely by constantly moving in one direction, which isn't completely bad, but I think it could be a little more engaging. While it's probably outside the scope of a jam, adding attacks that either come out faster or track slightly, plus some sort of dodge option for the player (which you could limit via stamina, cooldown, etc.) could make a future version of this feel even better! I also think having the controls for aim and fire on the mouse is unnecessary, as the aiming is static. It could be accomplished even more comfortably on the keyboard, and would avoid having to reach across the keyboard with the left hand to operate the arrow keys while the right hand is on the mouse. All that in mind, it's a really cool entry! The art style and music is super charming, and the sense of scale is captured very well. I'd love to play a more fleshed out version of this boss fight in a full game using this style!
Yes! Initially I planned to add more cool attacks and aiming but as I was struggling I realized that it was too big a scope for me! Next time!
Thank you for playing!
If your focus on this was boss battle design, you have a good foundation. It's just too easy to avoid the attack, I would go as far as to say there isn't any real gameplay here. Your selection of asset packs works well but I would like to see more than a player, enemy and a grey floor. It's my personal opinion that you didn't really meet the limitation. A crossbow wouldn't work without the arrow, therefore I would categorise that as one item, but the idea you have to retrieve the arrow after firing it is a good concept. Very Hawkeye. What you have is good, but I would like to see more.
Thank you for playing and for your feedback!
Thank you for playing!
I can't take credit for those 😅
I got those from this asset pack: https://kaylousberg.itch.io/kaykit-adventurers
игра норм :)
Спасибо!