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For the Queen's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #26 | 1.912 | 2.286 |
Graphical Presentation | #27 | 2.390 | 2.857 |
Controls | #27 | 2.390 | 2.857 |
Overall | #28 | 2.056 | 2.457 |
Sound Design | #29 | 2.032 | 2.429 |
Era "Feel" | #30 | 1.554 | 1.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What style of retro game were you going for? (Year/Era/Console/etc)
Sega / Arcade based fighter (think street fighter)
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Comments
I think a medieval style one-vs-one fighter is a great idea. This one needs some work unfortunately. I think the biggest single thing stopping it from feeling good to play is the fact that you need to hold the button to make all your animations play out. In other words, all actions can be instantly cancelled, even though you start dealing damage from your sword swing right away. So you can just run up to the other player, spam the sword button and win.
Aesthetically it has the core of being appealing, but it doesn't really match any specific retro look, with mixed sized sprites and large screen resolution.
I think you could have the bones of a good idea here, keep working on your skills and give it some love!
I was going to play this with someone to see how it plays in two-player, but I think I can make some judgments without that. As far as the era goes, it's definitely a stretch. The screen is practically 1080p-ish with very small tiles. I use Godot as well, and if you want to have a smaller resolution but a bigger window, you need to turn the scaling up in the project settings. Should also remember to set textures to "nearest" for pixel art so it doesn't get blurry.
The game itself is largely unfinished in that you can still attack and move when you've lost (and I wasn't able to land a "finishing blow") and you can still defeat the other player when you've been defeated. Aside from that, adding some knockback at least would be a great start to giving the game a better feel with more feedback for the player.
Finally I think the controls could be reconsidered for the keyboard. Since you have WASD for player 1, you could do IJKL for player 2, and then you could have attack controls similar for both players. And not everyone has a tenkey keypad.
Otherwise, it's a decent start, and reminds me a little of Nidhogg, though not yet fully realized. Good work :)
I don't have a player two to really try it out with :(