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A jam submission

Braveheart 2: Brave HearterView game page

An unnecessary sequel to an unnecessary Oscar-winner.
Submitted by Rusty Jim (@RustyJimGames) — 1 day, 20 hours before the deadline
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Braveheart 2: Brave Hearter's itch.io page

Results

CriteriaRankScore*Raw Score
Community Choice#343.0423.167

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • This game has some real good jokes but the parts that weren’t the good jokes need some work. Both the stealth and the combat had some good ideas mired by confusing moments - for stealth it was “how are you detected”, and for combat it was the camera-flip-quote thing that ended my zombie rampage after a thousand British somethings. The sound design and having a ghost tell me where I needed to go next were super helpful though and kept the pace snappy for a funny game.

    Liked

    • Sound design
    • Twist
    • Theme Adherence

    Needs Work

    • Guards are confusing
    • Guards pose little actual risk
    • Joke after the twist gets stale real quick
    • HDRP does some weird flickery stuff

    This game needs more polish on its individual sections to make them feel better. I switched from “hidden” to “discovered” in the blink of an eye without really understanding why, only to see a guard come out from behind a building and chase me, followed by a sprint back to the (too tall) ghost hill. Some kind of “threat” or “about to be discovered” would go a long way there - and also vision cones on the guards themselves. However even with the guards coming out of nowhere I still had ample health to (confusedly) complete my task so there wasn’t a lot of risk.

    I was hoping for a lot more out of the zombie wallace rampage part - what seemed like it was going to be a victory lap turned in to a trudge really quick - he moves really slow, attacking didn’t really have a defined action->reaction to it (though I did like the guys just flying through the air), and the camera flipping and showing a quote was really confusing and ultimately how I met my (second) demise. What I was really hoping for there is that Wallace would grow in size like some kind of backwards katamari and then the 20000 goal would be easily achieved as he wiggle-stomped his way through armies on the field.

    The sound design absolutely carried the weight on keeping the stealth from getting frustrating. Having the ambisonic(?) sound fields for the environment plus the helpful ghost telling you where to go kept it easy to navigate without having to have objective markers or other UI, which I really appreciated.

Elevator pitch
After Scottish Hero William Wallace - the Braveheart - is hung, drawn and quartered in 1305, you are tasked by the ghost of Margaret I to find his body parts strewn across London and give him a proper burial.

Describe how your game adheres to the theme
Picking off right at the end of the film 'Braveheart' this game has a similar level of historical accuracy and respect for Scottish culture.

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Comments

Submitted (1 edit)

I managed to get four of the parts before I either couldn't find the next one, or didn't manage to trigger the next one. After getting the bodypart near the dog, I placed it on the grave while it overlapped with another bodypart, causing it to get flung somewhere. The ghost child didn't have another line triggered so I think I got stuck.

The audio and visuals a good job at conveying a kinda creepy setting at night. The guards looked alright, though they didn't stand out as much as I'd like for a game where you need to be avoiding them.

The stealth is ok, though after realizing you can easily outrun guards while not carrying bodyparts it felt less important. Also needing to hold E the entire time I'm holding a bodypart felt awkward, I'd rather it be a toggle.

I haven't watched Braveheart so the on-themeness of being an unwanted sequel is probably lost on me.

Submitted(+1)

Surprisingly good! I think the stealth section was handled really well from a game design standpoint. You teach the player how to pick up items, and all the locations that you need to go to are clearly visible or detectable from the hill. I appreciated the fact that I was told to go to the river and I knew where it was by SOUND, what a concept! 

For the fighting section, I wish I had the will to power through all the troops. I think some small things I would change would be making so that the player could move and attack at the same time. That way you could just charge through swaths of the enemies. That could be fun. Also, space seems to reset the section when you press it. Ha. 

Developer

One thousand thanks for the feedback! Aye, that space bar thing is a, uh, time travelling feature!?! 🤷‍♀️

Host(+1)

Hey, we'd like to include this in the package we put together for streamers, so you can update your build, adding features, fixing bugs, and what-not.

Contact me on Discord and I'll send over feedback notes.

Submitted(+1)

Really liked the art style and the voice-work felt appropriate. The dog is goddamn amazing. 

I didn't get that far into the game itself on my first playthrough as I couldn't find the last piece,

I think the stealth needs some better feedback, like it isn't really obvious when an enemy can spot you and when the enemy has lost sight of you. Some kind of audio feedback or visual indicators are sorely needed there (maybe vision cones or something?). 

I feel like the corpse pieces need to stand out more, I mistook one piece for a wierd potted plant lol.

Developer(+1)

Aren't all of our limbs sometimes mistaken for potted plants? Thanks for playing and, true story, when I first modelled the dog we accidentally gave her only one eye. Kinda wished we'd kept it. 🐾🐾🐾

Submitted(+1)
Pros:
  • Good use of theme
  • Funny and with references I don't understand (Norwegian ghost kid????)
  • Hilarious ending segment with sentiments I can appreciate
Cons:
  • Odd camera movement in 3rd person parts
  • That hill is so dang tall it's disorienting
  • Wording could be more precise or the use of markers for hints would help
Here & There:

This game takes a turn that I really, really, enjoyed. I hadn't read the description before playing so it was a nice surprise. The visual for the revelation part was great and reminded me of Robot Chicken in a good way, and the rest of what happens after is as I mentioned earlier, real, real good. The mechanics of the ending are a little weak, it could be more responsive and better streamlined so that the action itself feels enjoyable rather than being the method of expressing certain sentiments, and the ending itself is practically nonexistant, but it was a fun experience that provided multitudinous giggles.

That fucking dog though.

Developer(+1)

Thanks for playing! Will be incorporating this feedback into the next build! 😁

Submitted(+2)

I can't click the mouse that many times.