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A jam submission

Sonic BladeView game page

Procedurally generated top-down adventure game!
Submitted by souleo (@_souleo_) — 2 days, 13 hours before the deadline
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Sonic Blade's itch.io page

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Comments

Submitted

I cleared the forest and rock level but couldn't find the exit to the latter. Fighting the monsters was pretty satisfying and I liked the ability based on health mechanic. There was a really good amount of drops for health, not too many not too little. The game really needs an objective as mindlessly slaying monsters only goes so far. I encountered one blob that didn't die and stayed red and didn't move and one orc that I hit off the map who just walked off screen. The environments look good and the proc gen is pretty cool, although the levels are a bit too big. Nice job though! Do you plan on adding more to this project?

Submitted

all works pretty well, didnt find a single bug

not a fan of those labyrinths tho, its really  boring to go from dead end to dead end

Submitted

There are some decent ideas here that would go much further with better feedback. If the sword projectile becomes a random chance when not at full health it could be visualized in some way to show that the next attack the player does will have the projectile, either a diceroll, roulette, or other gambling icon could flavor this.

Enemies take a bit too long to kill, I expected the sword projectile to do more damage to them as a reward for staying healthy but it felt the same. The knockback is a good idea but would do better with more pronounced, brighter hit flash on the enemy than just the quick flash of red. Hitpause for the game time and hitstun for the enemy to be unable to act for a bit after being attacked would also be nice.

Some way to mark where to go or where I've been would go a long way to encourage exploring whether that be a map or a hallway of corpses or something else. Not a fan of the enemies just respawning a few seconds after I kill them, makes me want to just avoid them unless I need health.

There were also a few times where a dead enemy wouldn't disappear and would just block my path as a red sprite of damage until they respawned.

I appreciate the arcade aesthetic a ton though.

Submitted

I read that this was a project made for learning rather than to create a polished game but it was still fun. Combat felt weird, only having four directions to attack from while also having to move in a direction if I wanted to turn made fighting enemies weird unless I had full health where I could use the ranged attack. I also got  bug where the character was invisible after I died.

Anyway I guess that doesn't matter too much but good luck with future projects, being able to make something like this at all is still impressive.

Developer

First time I heard of that invisible bug. Yeah, the combat's pretty janky. It was that way sort of on purpose because I like weird control stuff like that and because I thought it might be too hard/slow gamefeel if the character stayed still while attacking. Thanks for your comment!

Submitted

The Music and Sounddesign are pretty nice, the Titlescreen made me expect more from the Ingame Graphics, but I guess thats just because its a WIP. 

Dungeon generation is rather boring, I'd love to see more variety then 2 tile wide paths connecting square rooms.

When attacking, player should rotate into movement direction and stop movement for the attack animation imo, at the moment if you just spam attack fast enough you can strafe however you want while continously attacking into one direction during that. Game also becommes infinitely harder once you get hit for the first time and loose your master sword blaster, but thats not necessarily bad.

Saw an enemy spawn outside the walkable area and then walk into it once, probably a bug. Also you don't loose your laser completely when you pick up a few maxHP increases and loose some hp afterwards, don't know why.

If you rescale the Window to something lower then its starting size it doesn't scale properly and only shows part of the Viewport.

Needs some work, but could be a nice procedural dungeon runner zelda like thing in the future, good work for Enginedevving!

I'm curious, why are you shipping libwinpthread-1 with it? Why do your JSONs reference .aseprite files? do you convert your pngs. to those at runtime for your Animations or something? Are the odd numbers in your Tileset JSONs due to floating errors or something else?

Please consider naming it SonicBlade.exe or something instead of main.exe, its nothing major, and it obviously works fine as it is, but its bugging me way more then it should for some Reason.

Developer(+1)

Thanks for taking the time to write this.

Yea, the dungeons don't have much variety.

The sword ranged attack comes out always at full health, and then has a probability of coming out that decreases until at 70% health, where it ceases to come out. 

The libwinpthread-1 was there because there was a Windows 11 related bug with nimraylib_now where stuff wasn't getting linked properly. I fixed it by compiling on a separate Windows 10 machine and probably just forgot to take out the lib. 

The spritesheet JSONs are generated by aseprite. I don't use the .aseprite portion, just the positions and animation data. The tileset JSONs are generated by Tiled which has an ID system which you use with the tilesize to calculate tile positions. I don't think it has any floating point errors or anything, although there are some mistakes in my mapgen for the digital area where the wrong tile is used for some corners and stuff.

This was just a project to learn Nim with, but I'll keep your criticism in mind for my next project!

Submitted

Thanks for answering my Questions, good Job and good Luck on your devving!