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Appluadin's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1LfyNwWLfpZPI_7x8Vx-C1Q1wfW6k72ltYoHOswsfvDU/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarize your game!
A twin-stick arena roguelike where you fight for style, not just survival. Fill the Applause Meter through perfect parries, multi-kills, and your overall combat performance. Use WASD to move, Mouse to aim and attack, Space to parry, and Shift to dash.
Note: You need specific items in your loadout active in order to parry or dash.
Please explain how your game fits the theme.
We interpreted "The world is watching" through our Applause mechanic. You are a gladiator in an arena where mere survival isn't enough; the crowd is judging your every move. To win, you must put on a show. Perform perfect parries or simply play well to keep the watching audience entertained and fill your Applause Meter. (Low projectile accuracy, for example, is one way of hurting your applause bonus).
Did you use Generative AI to make any assets in your game?
No
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Comments
This was a lot of fun to play. The knife felt a bit uncontrollable at times, so once I got the slingshot it got a bit more fun. I didn't quite get how the applause works and the block didn't seem to work for me. I just ran around shooting until I won after about 5 minutes. But the gameplay works really nice, and you absolutely have something to expand on!
The knife is definitely one of the weaker weapons. I'm still not sure about needing to time your attack with the idle animation, it definitely means you can't just fire an attack off whenever.
My favorite to use for melee is the spear although the slingshot is also pretty fun to use. We should have clarified that block and dash are abilities you get from items, so you can't just use them whenever. Blocking/parrying is not completely finished being implemented so it's not too bad that you didn't get to use it. I'm glad you had fun playing!
Hey this was really fun! I felt quite comfortable with the controls of this one, it reminds me a lot of Tallest Tale. I think if you were going to work on it any longer, an area to explore could be to make your attacks directional. I've seen a tonne of survivors-likes that do fixed patterns, but having more control over your attacks is a lesser developed area. Seems to be some room for improvement there.
I'm glad you enjoyed playing :) I took a look at the game you mentioned and I can see the resemblance. That's a good point about the directional attacks and it's actually the main thing I was afraid of in this genre in the context of a gamejam. The directional attacks take a fair bit longer to work on/animate/polish so I wanted to avoid them at least for now. But it's valuable feedback to know that you consider this is a difference worth investing into.