Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Edge Knight!View game page

Submitted by quittingJack (@quitting_jack), djdjdjjjzx, FlyingPig (@pig_in_the_air) — 9 minutes, 57 seconds before the deadline
Add to collection

Play game

Edge Knight!'s itch.io page

Results

CriteriaRankScore*Raw Score
Theme/Limitation#24.2504.250
Technical Implementation#323.6923.692
Overall#353.7233.723
Fun/Design#393.7693.769
Music/Sound#523.5583.558
Graphics/Animation#1223.3463.346

Ranked from 52 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game apply the limitation (and optionally, the theme)?
There is a boss in game, and edge as main mechanic

Team Size

Trio (3)

What main engine/tool/language did you use to construct the game?
Unity

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 33 to 14 of 33 · Next page · Last page
Submitted

enjoyed playing! simple controls and smooth response ! unique take on gameplay and is challenging, overall great game! keep it up! 

Submitted

A danmaku game where you create and throw "edges" at bosses is a unique yet excellent implementation of the theme and restriction. I really like it, though Edge Knight! certainly reminds me why I just listen to Touhou music. (Speaking of which, the Edge Knight! music has a Touhou je ne se quois, even if it's obviously not up to par with Zun's best work. Still good though.)

I do have one criticism, though. Making the edges your offense and defense has the side effect of making enemy bullets their offense and defense, too—and their bullets are better walls than your walls are bullets. I didn't hit the first non-tutorial boss with a single edge—they were all destroyed by bullets before they got there. There's presumably a way to get through the bullet shields, but I didn't find it.

I'm not sure how to solve this, though; maybe make projectile-edges not soak up enemy bullets or something? Make edges your attack or defense, not both simultaneously? It's a cool concept, but I think it needs some refinement.

Submitted

I'm so bad at playing this game xD but it's good
Submitted

Good game art is very cool...

Submitted

This is a really clever and unique mechanic. I had a blast with the tutorial boss and wondered if the ability wouldn't be overpowered ... then the next boss shut me right up! Geez, that was a huge difficulty spike. I think if you'd given another 15-30 frames between the attacks there would be clean enough opening to lay the wall and launch it, but there would still be plenty of challenge.

I ended up cheesing the boss. I discovered I could just create the walls on him and damage him without needing to launch them. I think you could probably prevent that exploit with another variable and tile detection ahead. Because the core mechanic is really creative and fun to pull off. I just needed a little more time to make it happen.

Overall, this was really well polished and one of the most impressive entries I've played so far. Great work.

Submitted

It was challenging for me, but I really enjoyed the duel purpose of the walls. The sound effects and particles were pleasing as well! Well done and polished and I could see this being a full game! Good job

Submitted

Interesting use of theme, probably most orginal use of it in terms of mechanics. However I think it might need a bit of balancing in terms of dicuilty and enemies attacking way too often. Also the easiest strategy was to just draw the walls on the enemy instead of flinging them.

Submitted

GOOD GAME

took me a while to figure out where can i place my edges but none the less it was a cool game

also i think it would be cool if when we throw an edge,it atumaticlly point at the boss

Ah the art and designs are so freaking cool!! The last boss looks so epic B) The literal only art issue is with the floor being maybe too detailed? Id suggest trying to make the tiles larger so its a less complex thing that distracts from the characters :) 

With the game play itself being so unique and full of potential I find it a bit lacking? Perhaps adding different bullet types or wall upgrades to make the game both more visualy and gameplay vise better! :D Tho there are some issues like the block meant to be dragged and launched in the tutorial not working and me not figuring out the heal item (maybe a mention of it in the tutorial?) Id also make the mana more noticable by adding something like an animation to it when its full? Cant really figure our how the player could keep an eye on both the bullets and the mana at the same time so hopefully you have better luck with that :D Last detail is maybe dont let the drag arrows grow to that size? o-o Its able to cover the entire screen haha! XD

Tho in conclusion I would say the game is freaking unique, amazing and full of potential! The animations are very well done, not too distracting but enough to add visual interest to the game! AH and the COLORS man! Really like those! :D Keep up the AMAZING  work and hope to see more from you in the future!!! <3

(While some people say the game is too hard I really dont think so :0 I managed to beat it first try tho maybe do make a test boss with just a few bullets? :D so the player can get a hang of it uwu)

(+1)

Wow, I mean, this is a game with unique game play mechanics, and where the bullet hell does have a new tactical dimension now according to this game. I notice that while placing the blocks in according the line between hero and boss it is the most valuable way to survive from the bullets. Actually I would like to create a whole bunker from the pieces and then play as a grenadier from it. The boxes should somehow indicate the remaining hitpoints, while there are no change to know how safe it is to stay there.

You should make the "mana" more noticeable on the screen, while the player is watching all time the incoming bullets and the hero character, not the borders. The block placing range indicator is not noticeable enough also; the better way to implement the range should be adding the cursor on the mouse, which where is colored shield cursor image indicates the out of range placing, and colored means placing there has to enough range. The sword icon instead would indicate that the placement would cause damage to the enemy. I still hope you need to shoot to deal damage instead of create damage to anywhere, but its pretty much about how the players or the developer likes.

There are something new and unique in the mechanics of this, and also much potential to fun game play. I'm not the big fan of bullet-hell games, but this has something as in mechanics which may create a changes at people preferences.

Submitted

fun game good idea great mechanics but too hard

Submitted

You must be a Touhou fan. 

Submitted

Good game!
Great art, music and oomphy sound effects.

The bullet hell was very fun, it was so much hell but the edges you create easily balance it out so you can block it.

Super fun, wish there was more bosses!

Submitted

I like the interpretation of the theme but the game goes from 0 to 13 billion way too quickly i havent even beat the second boss yet..

Submitted

The approach to Limitation is excellent and fun.
Good job!

Submitted

Clever take on the limitation, that was fun, well done !

Submitted

a creative way to implement the jam theme! having the dual purpose design of defending/attacking is great.
The game turns too BRUTAL too soon, the second boss is too hard. I tried throwing edges at him but he destroyed all my walls in an instant. I then figured out that i could just as well spawn walls over him.
The bullet hell mechanic are well done, toning the intensity down a bit could make for a really unique indie game when the jam ends

Submitted

Wow!  That is one of the most unique mechanics I've seen in a game jam.  Its super satisfying to launch a giant wall at the bosses.  The bosses are varied and the challenge ramps up nicely.  Congrats guys, you did an amazing job.

Submitted

Wow, this is a really good game. The gameplay, the graphics and the theme are very solid for a 10 day-game. The only thing I didn't like is the sound when the boss shoots his bullets, because when he shoots to much, it gets a annoying sound in your ear.

Viewing comments 33 to 14 of 33 · Next page · Last page