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Don't Wield Me! - Prototype's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay/Design | #80 | 2.600 | 2.600 |
Fun | #84 | 2.600 | 2.600 |
Graphics | #104 | 2.200 | 2.200 |
Overall | #106 | 2.200 | 2.200 |
Audio | #119 | 1.400 | 1.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
Core gameplay, I would like suggestions of what would make the gameplay feel better (there are obvious things to do like music, sound effects and visuals, but I would still like suggestions).
What did you update?
I rewrote the code to become more manageable to deal with the several bugs the prototype had.
Name of updated upload (if downloadable)
Don't Wield Me! - ver 0.02
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Comments
Good game, but it's hard to tell when you're taking and dealing damage, and what does damage
I really like the art at the beginning unfortunately I didn't much get the story behind it.
I like the concept, but the game feels slightly lacking in terms of understanding what's going on in the game,
So maybe adding health bars to enemies and even the player. I'd also think it needs some effects and particles and definitely sounds.
I understand the black void thingies are damaging but I couldn't get the characters not to go there.
I think an in-game tutorial helps a lot when the game is downloadable, it feels a bit annoying having to go to the page and look for controls when you've already downloaded the game.
But like I said, it's a cool concept, and I think it would be good to expand it.
Good job!
Thank you! I admit that I lost a lot of time trying to fix the bugs while overlooked the feedback/game feel stuff, sorry for this. I want to make a real game with this idea someday.
Couldn't get past the second stage, and I think the reason why is a part of the premise that you need to work out: how to damage enemies without getting damaged yourself. This has a lot to do with the concept of playing as the sword, but it's not helped by the fact that when and how you give or take damage is unclear. I couldn't tell if there was touch damage (there shouldn't be) since sometimes I'd try to attack an enemy but take a lot of damage myself, and some audiovisual feedback would go a long way there. I also couldn't tell what the two attacks were supposed to do, which a tutorial could've helped with.
Excellent ideas. Unfortunately I had several crashes. I played 4 levels. It was pretty fun. Definitely needs more feedback and juice. Take advantage of this really cool unique mechanic. The graphics were fine. I just don't want to have to check the UI to see the result. Want to know visually. What's with the sketches? Very nice but was wondering if there was a reason. Interested to see what you do with this. I'll keep an eye for updates
Hey! Played through the first five or so levels — fun idea!
The concept of controlling the sword and not the character is interesting and has a lot of potential in my opinion. Your prototype has some good variety with different options to use the sword and sword/human dynamic.
The main issue I see here is not enough attention to the feedback — I don't know if my slashes even count, cause when I slice around my enemies they don't die right away. I would suggest adding the health bars to the enemies if their HP is more than DMG of the basic sword attacks, or changing their color when they are hit. Also the flying damage numbers should fit. It can be further improved with some OnHit SFX (even on the prototype stage they can convey some useful info).
I would like some more attention to the difficulty curve, as it can help the player understand the abilities better through predesigned first levels that teach basic mechanic (for example the first level can have only one static enemy and only slash available, and the second is one dynamic enemy within the small box to get used to repel).
And as a UI artist I think the HUD UI deserves some work with hierarchy and visibility. If you have only 2 important stats so far — make them a bit bigger and closer to the focus point of the player. I would suggest not placing them together in the far left corner but rather placing the kill counter on the top center of the screen with some bigger font option. As for the Hero HP — it is hard to understand it in such numeric values. HealthBar on the bottom center of the screen would help, or you can try to place it above the hero, as the player would be focused on what's going on on the actual level as they're playing (mind that the hero's healthbar should differ from those above the enemies, if you choose this approach).
Overall — clean prototype that can become a pretty solid game core. Good work on your journey!