I like the feeling when you catch your flying axe when it comes back at you!
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The Last Axe's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #490 | 4.133 | 4.133 |
Design | #528 | 3.600 | 3.600 |
Overall | #660 | 3.667 | 3.667 |
Originality | #1111 | 3.267 | 3.267 |
Ranked from 105 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Cool Game! The axe throw mechanic is simple and addictive. I like the bouncing effect, it gives some strategy to play with your opponents.
Good job! :)
I really enjoyed playing this one. It was really interesting, the axe mechanic. It reminded me of the new god of war, and that's saying so much. The graphics were really good, and I believe the game has super potential. It is a great entry all round, and if carried on, could hold something amazing :)
I had a lot of fun playing this! That axe mechanic reminded me of the new God of War, and that's not a bad comparison at all! The gameplay was very fun. The enemy and players design were good, but there was something missing in the graphics, and I can't what exactly (maybe the shadows?).
Other than that, I think this game has great potential, because that axe mechanic is super well done!
I really loved this game! I was so into ot that after it ending so quickly, I was sad. I really loved the physics with the bounce of the axe on the wall. The music was the in harmony with the game. I loved it really, and the only downside to it was it length. Great job well done!
Would love if you could check mine out too! Or not, no pressure ;)
I noticed a rather high frequency of shots where the axe hit multiple things without me aiming, and at least one case where it bounced the opposite direction that normal physics would've dictated. Is there a random chance of a homing bounce that targets the nearest thing that is destructible?
A tip for prototyping action games, especially when under a time limit: if the engine you're using gives any control over an object's current sprite or drawing color, it's a good idea to give the player object a variable along the lines of "hurt_time" that, if above 0, counts down to 0 and changes the color/sprite of the player. That way you can very quickly give a easy to set automatic visual of when the player character takes damage that's helpful to testers and players even if it's not polished or working very well.
Cool, super fun! Very addictive gameplay! ^-^
I love it, you should totally keep developing this!
(- Amy)
Nice, quick playthrough! The level design is pretty good and the audio ques for enemy attacks was very useful! I think a combo indicator or some special feedback on combos would be a good addition, but great game nonetheless :)
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