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

GRAFTView game page

Forge the ultimate warrior -- Graft the bosses' unique parts and abilities
Submitted by Lampazzu, MHU1, SpringBudEyes
Add to collection

Play game

GRAFT's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#433.5373.537
BOSS DESIGN#433.5613.561
ART / VISUALS#434.0004.000
FUN#473.5123.512
USE OF THEME#593.4633.463
SOUNDS / MUSIC#653.4633.463
CONTROLS#883.2203.220

Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game's take on the theme
The player exchanges their human parts for monstrous limbs, heads, torsos, and legs, creating a build over the course of the game that can be mix & matched to optimize a chosen strategy. Graft also deals with the theme of exchanging one's humanity or goodness for strength, conquest, or immortality. This theme will be further explored in future updates when the lore on the webpage is baked into the game script.

Did your team create the vast majority of art and music during the game jam?
All art, music, sound effects, and code where created during the jam time period.

Did your game use PlusMusic?
No

Did your game use Playroom?
No

Did your game use generative AI art?
No

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 35 to 21 of 35Next pageLast page
Submitted (1 edit) (+1)
EDIT: Sorry for multiple comments, this one was hard to delete :3
Submitted(+1)
I love the asthetic of this!! Looks rough from afar but really adds to the vibe.
Submitted(+1)

The artwork is interesting and charming. If it were refined to be more orderly, it would be awesome. The boss is quite difficult to dodge. If you can add dodge dash that would be great. The game is very fun. Great work.

Developer (1 edit)

Here's how we improved the clarity of the arenas (:

Added a moving fog to separate the foreground, highlighted the platforms, changed values on saturation and hue among other finer details :D

We also plan to add dodge and block/parry that will change based on the pieces you are currently wearing.

Submitted(+1)

I like the artstyle of the game which you created yourself. It looks hand drawn but i'm not sure, it could be pixel art as well. Although it doesn't really appeal to me,  i like a cleaner looking art. This was too expressionist for my taste :) Speaking of expressionism, i think you draw some inspirations from Blasphemous. I get that vibe from art, animations and music also the overall vibe of the game but i might be wrong. Also the grafting mechanic i think is taken from Elden Ring which almost works the same way as this game. I love seeing references from other games in jam games i play.

The boss designs look visually good. Especially the first one but their attacks were too predictable. They give too much window to attack, they stay idle too much which makes them easy. I think 2nd boss has phase 2 but i'm not sure. 1st and 3rd one i don't think they have it

Controls are standart 2D platformer, they work fine but turning left and right is not very responsive, not very snappy if you will but it's no big deal.

Grafting mechanic is very very cool. I gave 5/5 on that one bcs it definitely deserved it. You gain a different attack and you can see the limb you exchanged on your character. I totally dig that!

Overall it's a very solid game. The 2D art and gameplay mechanics need some improvement i think but it's still good game in it's current state. Great job for your team and best of luck!

Developer(+1)

Thanks so much for the feedback!

Submitted(+1)

This one blew my mind with the amazing boss design and attack patterns, hard as nails as well. Really good job!

Developer

Thanks so much ((:

Submitted (2 edits) (+1)

Wow you weren鈥檛 kidding when you said we made similar games lol. I love that someone else explored the same ideas. Also your art is amazing and I鈥檓 blown away that it was all done during the jam, great job!

For constructive criticism:

  • I wish there was more oomph on the attack. It feels kind of hollow right now when you hit things
  • I had trouble where I couldn鈥檛 switch direction sometimes when I was attacking repeatedly, which was frustrating
  • I couldn鈥檛 always tell what part I was replacing - e.g. some of them show a torso but change out the arms. Maybe this is my bias from my own take on things, though
  • I鈥檓 guessing you know this but just looping back to the earlier bosses was underwhelming, I was excited to see the next boss!
  • For the fire guy, I found it hard to read which projectiles were immediately harmful and which were going to splash on the ground and do a fire spout.

Oh BTW, because you posted something similar- I went for the fist, then lifesteal, then the rapid attack :) The bee boss is my favorite

Developer(+1)

Thanks so much for feedback! Yeah we def made similar games xDD

We are already working on every feedback we got! Currently working on the oomph! Will be crunchy and juicy, both audio and visuals (:

We didn't want the game to end without player being able to test the dragon parts and also wanted players to burst the bosses with their new grafted build, that's why we randomized after the third boss :D

Again, thanks for playing and enjoying, we will take everything into consideration (:

Submitted(+1)

The visual are nice, I really nice the design of the bosses and the attacks. The music are nice too. And the exchanges parts mechanics is cool.

The gameplay is interesting, I like how the game continue for a while even after beating all the bosses, but the upgrades makes it really easy after the boss start looping. Also, I feel like the dragon boss is the easiest as it only have two attacks.

But overall, nice game!

Submitted(+1)

Very cool battles and controls.

The graphics are good it sometimes it was hard for me to tell what was happening. I would personally go for less details and more focus on contrasting the background fromt the characters and projectiles.

I liked that the exchanged mechanic had visual feedback with you getting things from the bosses like weapons or companions.

I feel like the blue boss could benefit from more telegrahing of the attacks.

The game could also use more feedback for when the player takes damage.

The music was great!

Developer (2 edits) (+1)

I agree with you. We are already working on it! Here is a sneak peak of how we are achieving contrast in the dragon arena (:

Also the whole Hit Feedback System is being completely overhauled.

Thank you so much for the feedback! Our Forest is one of my favorite entries of this jam, you guys did great :D


Submitted(+1)

Absolutely fantastic visual design. I'd really love to see a full game employing this aesthetic. I think the game would heavily benefit from a bit more player feedback regarding when they've taken damage, and how long after taking damage they're invincible, but overall great job!

Developer

Thanks so much!! I absolutely we agree! We are already working on it (:

Submitted(+1)

Lovely stuff! Ok I dig this, and I gotta tell you why.

Well, first off I gotta list some small issues, but only because I think it could be helpful and informative.

For me, the list of controls was so much that I had some tiiiny trouble figuring out what's what. But it came to me in about 10-15 seconds!
Upon boss death, particles and enemies remain. Damage was not generally the issue - however, when I would use my sword attack to defeat these enemies, a power would be selected before I could read what I got. Luckily the powers are so jammin' that I didn't mind when my health was halved and this little bee guy was hanging around.
1st. Boss optimal strat is to jump in place and wail on him from the right platform, ignoring his attack pattern.
And that's pretty much it in terms of issues. I may have had one or more else, but I forgot them as I typed.

So, with that out of the way, please allow me to admire what you've got going on here:

The way the character slides in the same direction as he slashes, AWESOME! Yes this is for me, I love these small precision implements.

I was hesitant to accept things like "faster attack, weaker damage, less range" but when I did, WOW!!! That felt great. It's like, when you spell these things out, it doesn't sound like an upgrade, but it's like exchanging bowser for fox in SSBM. Felt fantastic, looked almost as great as it felt.

The boss hitboxes were NICE and PRECISE!!! Especially the towering bug creature's X attack. I dodged it by going in between the X slashes without really going out of range, and that felt GOOD!!! I won't pretend to know exactly how you've set it up, but whatever you did, no complaints from me.

Speaking of - the art style was fantastic. Immersive. I did notice here and there little tricks you've employed to ease up the asset process, but each and every time, they fit. Zero complaints. Heck if someone told me you guys decided to upgrade things, I would be skeptical - I would think "are you sure you can top this?"

Excellent work. I would love to someday play a full game that feels like this.

Oh btw, great work on implementing the theme :]

Developer (2 edits) (+1)

We really wanted to implement multiple control mappings so everyone could play in their favorite controls. However we had little time to create a proper tutorial so unfortunately all the information had to be clarified in only one room. But the controls are very simple so I figured it might work. But you are absolutely right we will make it clearer in the versions to come. For the 1st boss, there is a safe spot you can find but most people find it a bit hard. Still, we intend to make the fight a little bit more dynamic and fill in the holes (:

Also, believe me when we say this game is less than half of what it can be! We have SO MUCH we can improve. We want to polish it to the core and add new exciting stuff that we couldn't because of time limitations. 


Thanks so much for the compliments! Everyone in our team is very pleased to hear that!! :D

(+1)

I really liked the visual design of the game, the bosses have cool attacks, and the dynamics are also present. I like that the exchange is implemented simply and clearly, which is rare) The musical arrangement also deserves attention!

Developer

Thank you so much!!

Submitted(+1)

Nice game! The exchange mechanic is very similar to ours game ^^ And your pixel art is awesome! 

Developer

Thank you for checking it out! :D 
Your game is also top notch!

Submitted(+1)

Really cool game! Incredible pixel art, I just think there might be a bit too much of it. There was no where for my eyes to rest and gave me a sort of out of focus feeling when trying to look at what was happening. You are clearly a great artist I would just pull it back a little and let there be more contrast so the screen is easier to read. Loved the game though, had a blast fighting the bosses. Thanks for making this!

Developer (2 edits)

Absolutely, Sir.

In the next versions the backgrounds will have a smoother and less attention-seeking color to separate it from what's happening on screen! Lesson learned. 

And thank you for playing it!

Submitted(+1)

The movement and attacks felt great, lovely boss design and nice sound to accompany the frenetic action. Loved getting rid of those little spawns!

Developer

Thanks so much!! Really appreciate and happy you enjoyed!

Submitted(+1)

the art style is very unique, each boss have their own ways to fight and its coool!, bossfight design is well thought. controls is simple and fast. could be a lot more flashy with the character moves too. all in all game is solid and veryy good

Viewing comments 35 to 21 of 35Next pageLast page