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Unconventional Swordfighting's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #230 | 3.347 | 4.000 |
Overall polish | #265 | 3.108 | 3.714 |
Overall | #287 | 3.108 | 3.714 |
Creative use of art assets | #368 | 2.869 | 3.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The weapon variety and randomization is very cool, could be expanded into something very interesting. I wish enemies were more aggressive and the gameplay was a little crazier.
Combat is fun, I liked the variety of weapons with different types of strikes. Also, the dash mechanic adds an interesting layer to the combat system.
Use of the art assets was efficient.
I would consider making it easier for the player to compare weapons. It's hard to stop to read and compare numbers during a franctic combat with the timer running out. Also, the hitbox for the player felt a bit unfair at times, it seemed to me I was getting hit just by getting near an enemy.
Good job! I really enjoyed the game and it's well polished. My only struggle was with the weapon pickup, because i forgot the key. It would be perfect to remember the player what key to press whenever a weapon drops.
This is a great game! I had so much fun.
The only issue is that sometimes I die for no apparent reason.
Sorry about that, it definitely isn't clear that your character is damaged (by an increasing amount) every time the danger level increases. So if you didn't level up enough to increase your max HP, you might not have enough to survive that damage. I definitely made the damage scale way too fast, I also found it hard to get past danger 6.
Overall really polished. Music and the enemies suddenly appearing at high speeds keep the player on edge. WebGL export has a very tiny UI scale.
It was really fun nevertheless. I really liked that there's a screen with the controls where you can actually try them out. Great stuff!
Thank you so much! I did not have time to figure out UI scaling on Godot sadly so I had to leave it as is. Glad you liked it :)
Nice! There was some slight trouble with z-index on some of the weapon info boxes, but overall I had fun. Some of the weapon attacks were a little wild lol but I think that had to do with the quality of weapon? Once i got a blue sword I was good.
I totally forgot to fix a lot of things in this game due to time constraints, including that. And yes, the goal was to make weapons spawn more projectiles at higher rarities (Grey < Green < Blue < Purple < Red). Didn't really have time to balance the game as much as I wanted to, so your run totally depends on getting a good weapon drop. I sorta tried remedying this with higher drop rates but still pretty rng-based. Glad you enjoyed it!