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A jam submission

Vimlark's HammerEdge: Legend of MustacheView game page

Platformer Brawler
Submitted by Cedric Quilal-lan โ€” 1 day, 9 hours before the deadline
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Vimlark's HammerEdge: Legend of Mustache's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics/Animation#384.0634.063
Theme/Limitation#1153.1253.125
Overall#1612.9382.938
Music/Sound#1962.6252.625
Technical Implementation#2052.5632.563
Fun/Design#2632.3132.313

Ranked from 16 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)?
regular Boss battle - I use the theme to pushout the boss to the EDGE

Team Size

Solo (1)

What main engine/tool/language did you use to construct the game?
Construct 2

Which diversifiers did you use, if any?
None

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Comments

Submitted

Did you draw and design all the art? It's pretty good. If I had to improve something I would improve controls & feedback. Good entry!

Developer

yes, thanks! and also the patch will come soon.

Submitted

I beat it! It took a while to get a hang of, but then it felt satisfying when I beat the bosses! I never used the dash because the dash always just sent me right off the edge to my death. For the same reason I didn't jump in the first level, but in the second level I started jumping a little, but only straight up and down so that I didn't fall off. I think making it so you can't dash off the edge (or reducing the dash distance) as well as reducing your airborne speed would have helped the experience a lot!

Also I think a found a bug where the 3rd boss never attacked me at all (which I was grateful for) - so that one was very easy. Other than that, great job with the boss AI!

The art was beautiful! It felt chaotic but controlled at the same time in a way that felt really nice. Loved the particles coming off the water at the bottom. Overall very clear and exciting colors!

Developer

Thank you so much!๐Ÿ˜†, I'm glad that you got hang out of it, the patch already fix some major issues, (except the 3rd boss ai, idk wth is wrong with that one.๐Ÿ˜…), I will release it after the Jam, and also thanks for the review!๐Ÿ˜

Submitted

So I've been having some recording issues lately with the audio not getting captured. Happened to me yesterday and as I was getting to record my playthrough of yours the audio issue happened again only this time I could not figure it out. I am sure with time I will get it sorted it out but I'm afraid I need the remaining time to finish playing and rating games. 

Even though I could not record it I did play it so here are my thoughts:

The intro cutscene doesn't start unless I start clicking so at first I thought the game had froze only to realize later it was waiting for me to proceed. Minor hiccup but thought I should mentioned it.  The simple plot is funny and gives the player a reason to get going. Now, I struggled with the movement in the game as it is way too fast for me and I kept missing my target since I kept going over them making it almost impossible of me to hit them with my mighty hammer's edge to cause the slime looking thing to fall out. I also fell out a few times accidentally because of how fast my character moved.

Not sure if that is because of my monitor's refresh rate or something else but it make it hard to play the game as I could not really push the enemy as intended :/

Developer

I'm sorry you didn't have a good time playing, all problem will be somewhat solved in the next update, I really did looking forward seeing this on your vids, also thanks for your review.

Submitted

I think this has some potential, But I had some issues around the controls. I already move super fast, I don't think a dash is necessary, but I think you should have a way to cancel the attack animation, I found myself getting hit a lot because I was locked into an animation, and felt like the enemies attacks are always faster, and kept running off the edge over and over because the character speed.


Looks like his could be fun, but I just don't play smash style games often so take my feedback with a grain of salt. That being said, the animations were all very nice and fluid.

Developer

Thanks for review, I agree to all what you said, that's why I will patch it after the Jam end, hopefully you'll like it then, but for now I'm sorry you didn't have a good time.

Submitted

Really liked this "smash bros" inspired game. Loved the art , the gameplay and the screen feedback when the hits lands. If I may say , I would decrease the movement speed of the main character to have a more paced gameplay.Having said that , i had a lot of fun playing it. Great work! 

Developer

THANK YOU!, I'm still lacking of feedbacks for player tho, I wasn't finished in that part of the game, I was so short of time that I need to do the ending, the movement speed and attack speed is now patched and ready to be updated, Thank you for playing and reviewing, I'm glad you have fun๐Ÿ˜Š.

Submitted

Hello, I liked how the game opened with little text and lots of art! Once the game started, I did have some trouble manipulating my character as there was a noticeable contrast in movement speed vs attack speed. Perhaps turning down the movement speed and quickening up the attack could better marry the two together!

Developer

thank you so much, the game is already patch and ready to be updated after the Jam Ends!,  and also I'm sorry for the bad time.

Submitted

The presentation is great, and I like that you integrated a story into it, but I'm really not a big fan of the way the physics in this game work... It is VERY jarring that your jump and movement are super fast, but your attack locks you out of ALL movement for over a second. I also somehow skipped the second level? After I beat the slime, I think I pressed the attack button while it was loading, and then I just went on to the monkey boss.

I feel like it would've worked better if you, say, had to charge your attack by holding the button (while still being able to move) and let go to do an attack (which would lock you out of moving for a while still). That, and making the jump/movement less extreme, would make the game flow a lot better imo.

A solid and well-polished foundation though!

Developer(+1)

it's all patched based on popular suggestion just like yours, and holy cow, you found a bug, I don't even know how that happened based on your explanation, lmao, and also I'm sorry you didn't have fun playing.

Submitted(+1)

Hey, no need to apologize, I still had fun checking it out! Hope my feedback is useful.

Submitted

The game felt complete and solid froma graphic point of view. Because of how you presented the story, I was motivated to see what awaits for me at the end. I didn't really feel the theme here other than the fact that the arena had edges. The game was also very hard but not in a pleasant way. The attack animation of the main character is slow enough for an enemy to walk behund you and do his while the main character is still performing his. The jump was also too extreme for me. In the last level crates that fall down can spawn on top of your head and don't deal damage to the boss if you lure him there. I was forced to cheese the last boss because it was too fast. I think it could also benefit the gameplay if you add the possibility to change the direction of attack after it is started (for a couple of frames).

Developer

Thanks!, The speed and jump is already patched and ready to be posted after the jam, I was being experimental of the slowness of the attack, I want to implement a souls like anticipation type of attacks, and also I like the suggestion to change the direction of the attack, I think that would vastly help the slowness of attack animation. Thank you for your review! and I'm sorry if you didn't have a good time as I was anticipated.

Submitted(+1)

Changing direcrions is an example from souls games. As for having a good or bad time - I did play the whole thing, right? ; )

Submitted

Maybe the reason why he's not in any relationships is because he has a such wimpy arms and a short hammer. but he still can move really fast and jump very high, I guess he didn't skip the leg days.

Developer(+1)

Lol maybe, I figured you had a bad time playing, I'm really sorry, I'll try to balance the Game after the Jam ends.

Submitted

No need to sorry, I actually quite enjoyed it! winding up hammer in mid air kinda reminds me playing the heavy from tf2 too

Submitted

This game is gorgeous. I think it might be the prettiest game I've played during the jam. The thumbnail drew me right in. I thought the opening scene was really well done and I was pumped to get into the battles ... which also had wonderful art and really nice animations, but the controls were so slippery and the character moved so fast, there wasn't quite enough time to anticipate any enemy telegraphs before an attack, I tried and tried because I wanted to see more of the game, but it's just a brutal start right off the bat and I didn't see myself improving during my runs. It looks awesome and I like the concept a lot, but it's a pretty rough difficulty curve for a jam game. Still an awesome submission. Good work.

Developer(+1)

thanks for reviewing the game!, I'm sorry you have a hard time playing, I really did not think of the difficulty curve, maybe I can patch it next time after the game jame ends!

Submitted (1 edit)

I really like the art style. I think the game is kind of too fast in general, I move really really fast to the point where I would throw myself off the edge for moving so quicky, I jump high, I dash far, the enemies are really fast too meanwhile the attack is super slow and really hard to hit and the effect seems inconsistent. The slime enemy actually jump back from the ledge multiple times and I couldnt beat the skeleton. From the tutorial text it seems there was something about hiting the enemy with the tip, but I never figured out, it was hard enough to hit anything at that speed.

The presentation and the audio was pretty cool and it's cool way to implement the theme and limitation.

Developer

thanks for your feedback, I do agree about the speed, maybe I can change it after the Jam is over,  my reason about the slow attack is I want to implement the attack anticipation of souls like games. I'm sorry you have a bad time playing.

Submitted(+1)

I think the slow attack is good actually, it just doesnt fit the really fast movement. I agree with the intent, souls like attack anticipation is a good thing, probably jut slowing down the movement of both the player and enemies would be enough.

It was still good game tho, sorry I wrote a bit too much on the negative on my comment ๐Ÿ˜…,  good job.