Play Project
Swords n Souls's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #5 | 3.444 | 3.444 |
Concept | #5 | 3.815 | 3.815 |
Overall | #5 | 3.713 | 3.713 |
Use of the Limitation | #8 | 3.926 | 3.926 |
Presentation | #11 | 3.667 | 3.667 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Pulotum
Software used
Godot, paint.net, bfxr
Cookies eaten
Not enough
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Comments
Really excellently polished game, impressive! The mechanic was simple and easy to understand and the movement was well done. Visually the only thing to improve on is the health/energy UI, it sort of sticks out and feels out of place compared to everything else. I almost wish there was a checkpoint before the boss, I had to play through it 3 times to beat him and having to go through all the rooms over and over just to get back was a little tiresome (at least for a game jam). Great entry :)
I talked about how I liked your gameplay in another comment, but time for more specific feedback. I loved the music, if you have composed it, good job! If not, good choice of music. The controls felt good but I wish it would register even when we clicked outside of the map, I couldn't move a lot because where I clicked was just black and not on the map. otherwise the concept was cool, and it's a good game!
Loved playing as a sword! The mechanics are very decently polished, and overall it shows a lot of playtesting and effort, as the difficulty was quite right for my skill.
This is one very polished game. I suppose the graphics and audio are assets but still... definitely still a lot of effort to put this together.
My biggest complain though... is the difficulty. It's way too hard for me :(
Pretty nice for a first game!
Pretty nice for a first game!
I really enjoyed your game. Liked the sprites btw.
Please do check my game. I am so excited for comments since this is my first jam. Actually, the game is also one of my first games.
Really nice, But it wasnt That clear at the start that the magic bar is your health, i tought it was the bar that lets you move, so i ended up dying a lot without knowing why.
but the sprites and sounds and particals all add out to a great game!
good job!
Nice job!
This game was really innovative in terms of how you presented the limitation. The gameplay was very enjoyable as well! Amazing job on the idea and gameplay!
Nice concept, easy to understand and gameplay was fun!
Really enjoyed that, but the boss battle was possibly a bit too difficult. One issue I found was the collision detection between the sword and the walls was a bit too sticky and larger than I mentally assumed, meaning I got stuck on walls and corners too often. Otherwise, great concept and execution.
Nice little game!
Great game idea! The idea for movement are cool but maybe the possibility to change the direction of the sword in mid air would be cool!
I have died in the first boss, maybe the movement of the sword is a little slow because when it is in the air you can not really do anything, I understand that it is done this way because inside the sword is the soul of the knight (which I think is quite original), I also like the effect of shadows that you have used, it is an entertaining game. Unfortunately I don't see the theme of "heaven", but I don't take it into account since I consider that the theme is to avoid people to present their pre-competition games, and the player is an inanimate object
Definitely some cool ideas in this one, and lots of little polish details I was a fan of (like the shadow indicating how high off the ground you are.) Gameplay was immediately understandable, and decently fun, but did get repetitive by the end. I'd love it if the sword had more ways to interact with the world-- maybe certain walls could let you bounce off, or there are enemies who will parry your attacks. Anything to spice it up would be nice, but the base is very solid. Good work!
Wow! I definitely could not tell that this was a first game, and were this released tomorrow, I would have no idea that it was made in just three days. I think that you could potentially control the difficulty of this if you made the lunges smaller/larger and the cooldown shorter/longer respectively, and perhaps increase the lunge size and cooldown period with each stage. That's completely not required though, and the game was very fun to play. Great job!