The idea was really good but i feel like the execution could have gone better.
My main complaint is that the constantly moving world made my head spin haha.
Also that it was hard to determine when to use my attacks.
I found myself just missing an attack and having to do an entire loop around the globe just to try again cause going back is really hard
Play game
Warping Warrior's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 3.350 | 3.350 |
Theme | #2 | 3.950 | 3.950 |
Innovation | #2 | 3.700 | 3.700 |
Fun | #8 | 2.950 | 2.950 |
Gameplay | #11 | 2.800 | 2.800 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Discord Username(s)
ANGELB3AR
Murduga
Source Code
https://github.com/ANGELB3AR/UDCJam2022
Comments
Thanks for the feedback. The balance we tried to strike with the slowdown was between the enemies ability to hit you versus your ability to hit enemies. In testing, maintaining the standard speed made the player practically immortal and there was zero actual risk until we allowed for a slowdown which has the player look for timing and reach instead of swinging wildly to win. They take 3 strikes to kill with the sword(six with jump attack) and personally I had very little issue landing hits in testing then near final upload something got into the mix that made it feel more difficult. The tripping duration is a little long but it can also be useful at times with turning. In the end, we're both still learning a lot about being able to land each aspect we want to include into the game within the deadline as it is my(designer) first accepted submission and my sister(programmer) is nearly as new to Game Jams.
I like the concept. Seems like a good prototype to an arcadish game.
The main things that bugged me were the controls, the damage/trip recovery time, and the difficulty to actually hit an enemy.
The controls, I would've preferred a mouse for at least the attack instead of enter, or maybe the option of either.
The recovery I felt was just a little too long. It felt like throwing a weight into a high speed mechanic.
The last one might just be a personal issue or it could be a combination of the previous issues, it just seemed difficult to actually hit something without the jump attack.
I like the audio and the fluidity of the mechanics, however! The design overall is an interesting concept
Wow this is so cool. The animations were great it it felt really smooth, I didn't get the dizzy effect some people were having, but I didn't have the skill to time the attacks at all, so I noticed that I don't have to attack the enemies if I dodge and just run into them and they kinda get hit by the sword. I love that though cause I just couldn't land a hit to save my life, but still managed to kill some enemies.
Love the concept of running around the planet, really good idea.
I loved this game it was really fun, I died at level 3 where theres 4 enemies, I got so dizzy though, also I think its kinda unforgiving how if u miss an attack u have to loop around again just to hit them again, I loved spamming the jump attack it was super satisfying the particle effect was SO COOL! nice music and those animations were really crisp, I loved your game good job :D
I was the designer on this one and it is unfortunate that we've been hearing about dizziness. I think that started up with one of the Post Processing effects that got introduced near the end but I couldn't figure out which one. Anyway, I'm glad to hear you enjoyed the game and just wanted to respond to the thing about it being a little unforgiving. I get where you're coming from and it ended up that way since the initial concept was to always keep moving forward. That said it is very possible to turn nearly on a dime by either attacking or stumbling(harmless on objects) which slows you down. That was something we kinda built in at a certain point to make it less tedious.
yeah i used objects to make sharper turns or i spam attacked lol but when i do that i keep spinning around very fast n it made me dizzy maybe make the enemies come at u faster so it's not more of a waiting game when u wanna hit ur enemies.
Also hit reg was a bit unresponsive sometimes or maybe i couldn't time it right (unforgiving) i just spammed jump attack cuz it was really effective
The game has a lot of potential though try making bigger planets or different enemy types (doesn't have to be realistic could be a fantasy creature) add more diverse attack abilities
Good luck my friend
The game is great, however it makes me really dizzy after a while xD
Really enjoyed the concept. I think its a little too small to be that fast imo. Kind of made me dizzy
Sick game, I loved the metal look and feel and the concept was a nice interpretation of the theme. I really liked that the music and level design got more and more intense as you progressed. The jump attack feels incredibly satisfying to pull off and the stumbling and roll mechanics punish you adequately for messing up your movement or jumping at the wrong time. The animations are really smooth and well done. Looking forward to the final release!
Crazy shit XD i really enjoyed it
only issue killed the guard finally but it doesnt count
BUT
as said crazy shit and awesome fun :)
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