Liked the mechanics like crossing on the crocodile's heads and the dancing! I got stuck at the horse part, might just be me being an idiot though! Good game!
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The Shadow Warrior's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #26 | 2.988 | 3.571 |
Originality | #30 | 3.108 | 3.714 |
Fun Factor | #39 | 2.630 | 3.143 |
Overall | #43 | 2.749 | 3.286 |
Visuals | #52 | 2.749 | 3.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
Video Game
Was your game made solo or in a team?
Solo
Did you use any third party assets, if yes what assets did you use?
Hine horse sprites, and custom art by me
Did you choose from one (or more) of the optional secondary themes?
i don't think so
Does your game contain 18+ content (Nudity, Gore, Language)?
No
Comments
I love the vengeance story! The DIalogue was super cool and I was excited every time there was a new part!
I liked the progression of the adventure and the environments and sounds were nice.
I had a bit of trouble with trying to aim at the enemy since clicking towards them would often result in my death, though the mini-game style challenges / variety in what you do gives a nice feel to the journey.
That was really cool, graphics and musics are top, and the puzzles was fun ! Maybe a little bit more difficulty or punition if we miss will add fun and credibility for the adventure (thinking about crocodiles for exemple, would feel more like a dangerous and epic quest)
Amazing! The game and level design is fantastic - loved the puzzles and challenges gameplay. I'm assuming this was made in RPG Maker.
The gameplay loop is "overcome challenge in room" - so a game like this should open with a tiny movement challenge to set the tone and player expectations. For the first few minutes, there was a lot of walking, talking and following.
Since this was made in RPG Maker, I think you did the best you could, but some feedback here would be that a movement-based game where you do things like chase, time your jumps, aim and dodge - should have a robust movement system that feels nice to pilot (probably beyond the scope of RPG Maker). Some QoL things such as being able to turn around without moving a step in the new direction would've helped in the Chosen fight, or making the second guy's sickle throw not follow the player in midair.
On a narrative level, you may want to consider forcing the gang into the initial story. Despite the hint given by the restaurant person, players may skip talking to them in the restaurant, thus never actually knowing who the villains are before fighting them.
Finally the keyboard mapping was - to me at least - a little off. WASD + right hand buttons are more familiar to me.
That aside - the development of the story along with the mechanics was great. Each puzzle/challenge felt nice to overcome. There was a sense of logic and design - as a player I knew instantly what I had to do, I engaged in trying to find a solution to my barrier, and I felt a sense of accomplishment upon completing it. Making the final fight a simple sickle throw was a great touch. I think you have a really good knack for making fun gameplay and would love to see you make more games. All the best!
Great game, I liked the variety of the challenges you added. Very neatly done, the dialog is quite nicely written too. Great job!
The shuriken projectiles mainly. Generally hitting your enemy on a range is difficult on RM sometimes. It's not necessarily built for it due to the projectile's reach taken into account.
The trio fight is egregious for that.
The last fight felt like it had redundant options and more so multiple ways of attacking the last boss? I didn't try the other options and I didn't save so I wasn't sure if alternate endings are a thing.
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