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DnD: Death and Dismemberment's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| How multifunctional was the level design? | #12 | 3.138 | 3.138 |
| Was it fun to play this entry? | #20 | 3.379 | 3.379 |
| How good was the level design? | #22 | 3.103 | 3.103 |
| Did the difficulty seem fair? | #23 | 3.172 | 3.172 |
| Overall | #25 | 3.048 | 3.048 |
| How well implemented were the quick time events? | #35 | 2.448 | 2.448 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
still can't believe you made hammerwatch in a game jam! Such a complex game you pulled off, thanks for all your guidance during the stream! My mental health had declined + computer overload. But so much stuff you did!
Great Job! I like the abilities. They are not a typical QTE, but I think they qualify as one. The fighting was a lot of fun, sometimes a bit finnicky about the weapon rotation, but the problem was probably a skill issue.
Thank you, I'm glad you had fun! I left the weapon rotation a bit wonky so it would feel like a QTE lining it up, but I'll tune it to be a bit more reliable in the next update for sure
I liked the game, had to make some extra room for the mouse movements. The combat added onto your game is great fun. Well done!
Thank you, I'm glad you enjoyed it!
An unexpected game! I missed your round 1 entry so this felt quite fleshed out which was cool to see. Reminds me of a 2D version of "We Who Are About To Die"! Well done and curious to see where you take this :)
Oh yeah that mount and blade style directional melee combat is a system I tried to emulate top-down in my first game, "Raid in Abyss." I've had a multiplayer update for that on the backburner for a while now...
It's good to see you expand on your round 1 game and I like that it's not just a 1 on 1 fight as I initially thought it might be so that's good to see. The game has a lot of depth and swinging the sword around is pretty cool. I like that there are boxes in the arena and I think having a smaller arena could make the action more intense. I have a fun thought, it could be cool if you could kick someone outside the arena to kill them and maybe they sink in water or drop off a cliff
Oh yeah, or a pit in the middle like in the movie "300!"
Good idea on the arena size, I could probably have it select from a few arena setups based on the enemies you face.
really cool concept, the game can be developed further if you take an approach like Exanima
Woah the physics in that game look awesome! When developing this more, I definitely want to have a dungeon, but also some outdoor environments so it's not too oppressively gloomy.
This is coming along nicely! I struggled to right the rclick weapon well, there was info that was really hard to read because it jittered all over the place so I’m not sure exactly what it said. Combat was still fun, but I think making a less noisy floor pattern would be nice. Not sure how to spare the enemy, I accidentally killed them all (but it was fun seeing the game live up to it’s name).
Thanks for the feedback!
The crosshair jitters when you don't have an offhand item equipped because it always fires the kick in your movement direction. I'll figure out a better indicator for that.
Sparing an enemy is left click when they are downed (white flag) and you are near them, it should pop up as a QTE.
I'll work on the floor graphics to make it cleaner, I'm glad you had fun!
great game! I love arena games! fits well with the combat system! just what I expected the game to be! Great job, i killed lots of people
Thank you for the kind words!
I got to say really struggled at first with the mouse only controls but the movement was a lot easier once i saw you mentioned about a WASD key option to someone in the comments. Not understanding the spinning weapon part mostly I mainly defeated enemies with the right button then left button shield strikes but i started to get the hang of the spinning weapon stuff as well towards the end. I made it to about Level 7 i think before coming to write this comment.
This was quite a nice fantasy world experience you have created so i can tell a lot of work got put into the game it was quite a nostalgic experience. The shop keepers, detailed inventory etc. reminded me of the RPG games of old.
Thanks!
Thank you for the feedback! If you want to play with just WASD and not swinging the weapon with the mouse, you could try selecting the Controller input option and rebinding all the controller buttons to your keyboard.
Is there something specific that you can think of that would have made the mouse-only controls work for you?
No prob! I don't have a controller unfortunately. Regarding specifics on controls no nothing specific its just when i played mouse only i seemed to get stuck against walls or the counters where you would buy stuff and it was very hard to pull the character away once i was stuck or locked against something.
So sorry can't really answer other than the issue above i mentioned.
Thanks for the detailed answer!
I was trying to say you don't need a controller, but when I just tested it and rebind to keyboard controls, it didn't work lol (forgot I made an autodetect input method feature).
Anyway, if you're stuck because the weapon is on the opposite side of an obstacle, left click resets the weapon position.
Ok thanks i may have another go at it at some stage.
Good luck for Round 2!!!
Such a good experience!
I felt like a beyblade swining my sword around!
Well done :D
Thank you, I'm really glad you enjoyed it!
I loved this game even before it had arena!
Very addictive, but it puts a lot of strain on my hand. Blew everything off the table. ⚔
I'll keep following the game. Great job!
That's really valuable feedback. For the hand-strain, I'd love it if the controller inputs were a viable way to preserve the feel and lessen the physical toll (Touchscreen seems to work fine). If you happen to try playing it with a controller or touchscreen, could you let me know how it goes?
You put real efforts here I gotta say. I just had issues with the controls honestly, I think those need more definition.
Other than that, really great man. I can see how many hours and struggles you went through making and fixing every bits of it.
W.
Thank you for the feedback! The controls are one of those things where the intended feel is a bit of a love it or hate it situation.
Was there a specific improvement you had in mind for them? Definitely open to refining there.
This is another one of the games I think need released eventually from this jam. Something about swinging an ax at roughly 400 kilometers per hour is just awesome. Very much reminded me of old flash games in a REALLY good way. I liked the QTE's and how they were used to spare enemies. At first I was like, "these seem way too easy," then I got jumped while trying to spare one of my enemies and accidentally sent him straight to the judge in the sky. Excellent game, well done!
It's really encouraging to hear your reaction! I will plan to continue development on this game, there are quite a few features I still want to develop here.
Another fantastic continuation from round 1, I made it to level 10 I think before I quit just so I have time to rate other games! I felt the controls were greatly improved. I'm not completely sold on the QTE mechanics actually adding to the overall experience, but it did meet the task. I'd be interested to hear about how you adaptated multifunctional level design as its seems such an abstract concept I find it hard to judge. Really great submission again!
Thank you for the feedback!
For multifunctional, I believed the intent was that the levels would be used for multiple things.
So the Staging Area level is used as a Leaderboard, Equipment Shop, Companion Recruitment Area, and Tutorial/Training room.
The Arena is used(but objects in it are rearranged) for every stage's battle.
This is in contrast with a more linear level design that would have each stage in a new area.
I get what you mean with the QTEs, my bias going in was that the best QTE was not to have them at all, but second best at least wouldn't interrupt the game flow.
This was exactly what I hoped it would be. Fighting the enemies felt great, seeing arms and legs fly off felt great, having a small economy to keep things going felt great. The only issue I had was that WebGL kept "losing context". I have a video of it happening if you want to see it, just DM me in discord (should be same username). The solution I found was to go to chrome flags and enable webgl in both developer settings and extensions.
The only other things that felt like they needed more clarity was the companions, and the cost of damage taken. Both of these clarified themselves after trail and error, but my first reaction to winning a match was "why am I negative 5 gold?". In a similar way, when I bought my first companion, the green name wasn't enough to tell me "I'm friendly, don't kill me." so I immediately slaughtered them. Again, seeing the negative 300 gold told me what I did wrong, but with so much UI and stuff to read, those things didn't fully click until midway through my play session. Maybe a pop-up at the end of match one, and the start of the match after a companion purchase? Maybe it's just me though.
That being said, my play session was a half hour. This game is super fun, and addicting. I had to try all the different weapons, and made sure I was the undisputed champion. I can't wait to see what you have in store for it down the road. Great job!
It means so much to read this, your feedback is so encouraging!
I'll iron out the UI clarity on the points you raised, and again thank you for the detailed feedback and video of the WebGL2 crash.
these pretty unique controls kept the gameplay present. i like what you're building here :)
Thank you for the kind words!
I liked how subtle the quick time events were. The controls are really funny and unique, gives the game a lot of character
Thank you for the feedback! Yes I tried to embed them in the flow of gameplay rather than tacking them on as interruptions.
Fighting is innovative, good job implementing so many ways to change your loadout. It was fun to spin around and fight enemies, a little difficult but not in a bad way, the matches were certainly winnable and everything.
Thank you for the feedback, I'm glad to hear you had fun!
After winning round 6 it seemed to bug out and did not return to the hub.
Buying more companions did not spawn more during fights, maybe they are not suppose to.
After winning round 3 i randomly got in a -325 debt, no idea why.
Did have fun swinging my big battle axe around and demolize the enemies, must have be a nightmare programming their AI?
Would like a bit more control over the character, so i can actively walk while swinging my weapons. That would feel a lot better, maybe you can already i just did not figure out how.
Liked the simple music and sounds it offered, weapon sounds could use some more "UMFF" would be loud when hacking away at armor or flesh, but i get it, not much time for these sort of things.
Did not find anything i consider QTE.
Sorry it bugged on you, what browser where you on?
You should be able to resume where you left off, since it saves progress.
I made it so you get one companion, and hiring another one replaces them (basically rolling for companion gear).
The debt usually comes from quitting a match while injured - you don't get a reward for quitting and it still costs money to heal you and your companion when returning from the arena.
You can get more control over the character- change it to twin-stick style by clicking alt controls in the input settings, so WASD walks around and mouse is the direction of weapon swing. Mouse is recommended for the feel though.
The QTE criteria was "well implemented" so I went for events in the flow of gameplay rather than interruptions. So your dialogue responses (at the top of the screen when near an intractable entity), offhand abilities (lining up aim line with the crosshair), and mouse sensitivity calibration were the spots I could seamlessly get them in.
Thank you for the feedback, I'm glad you had fun!