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This is a DOPE mechanic you've come up with. I had a really good time poking around (ha) with it. Honestly impressive for a first jam entry and shows a lot of really good mechanics design sense, which you should be proud of.

My things for you to ponder

UX There's some cognitive load overflow from having all the blade's actions attached to clicks. Since there are the charge-attack maneuver and the leap-to-blade maneuver, I think busting those out onto their own hotkeys for the left hand could be really useful for making the moment-to-moment easier to playthrough.

Design Love the whole "charge to cut certain people" idea. I think you missed an op for doing the same thing for the groups of enemies stuck together but using the leap-to-blade maneuver, since you kinda knock 'em back anyway. Feels like it would make sense and be some good comedy, too.

Loops A jam is super tight, so obvs you are always trying to prioritize what to do. One thing that's gotten us a lot of mileage is that once the mechanics are nailed down enough to get the game's loops in order. In this game you use your sword to kill dudes and you get some points in return. The last piece then is to be able to use those points to improve your ability to kill stuff, and suddenly you've got a whole game on your hands. Examples would be: 1) Faster outward flight time 2) Faster return flight time 3) Faster charge time 4) Faster leap time Even with just those 4 things and like 5 upgrades total in each you could stretch the total gameplay available here from about 7m to probably well over 30m (since your mechanic is solid and really fun).

I know you spent good time on that tutorial, but consider just dialing that in a bit more in the future and getting a loop into the game (granted the tutorial was excellent, but there are ways to just display that sort of info as text on the floor during fighting and have that do the same work in a jam context)

Really impressive and solid!