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A jam submission

beattojutsuView game page

A videogame based off of the theme exchane for the boss rush game jam 2024
Submitted by LynaKuzu — 20 days, 2 hours before the deadline
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beattojutsu's itch.io page

Results

CriteriaRankScore*Raw Score
SOUNDS / MUSIC#1732.7332.733
USE OF THEME#1752.6002.600
ART / VISUALS#1873.0003.000
BOSS DESIGN#1882.6002.600
Overall#2042.5672.567
CONTROLS#2392.3332.333
FUN#2532.1332.133

Ranked from 15 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 parry mechanic exchanges health to defend yourself, as well as needing to exchange blows to deal decent damage

Did your team create the vast majority of art and music during the game jam?
Art - Yes, Music - No

Did your game use PlusMusic?
Yes

Did your game use Playroom?
No

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Comments

Submitted

The animations were quite good and I liked the sounds/music. I liked the guard mechanic, but didn't find myself really needing to use it.

My main gripes are having to replay the tutorial upon death and the delay I felt in the controls. I think the experience would have been much more enjoyable for me had it not felt like I was lagging constantly. 

Submitted

Love stickmen games!

Submitted

feels too stiff, but otherwise I LOVE STICKMEN!!!!!

Submitted

I feel like the player's health drains way too quickly when guarding, to the point that it's usually safer to just dodge the attack.

it kept resetting in the tutorial when I was guarding? Doesn't look like others had this experience from comments? unsure 3/5

Submitted

Super cool  parry exchange mechanic. Animations were badass. Was really happy to see another stickman game over here XD.  I'm assuming that this game isn't fully completed....Which I hope it was.

Submitted

Awesome idea. In my opinion, every game should have a parry mechanic.

That animation on the second boss was NICE! I can't say I figured out how to beat it, but it was worth dying to watch that shooting animation.

And the music notation font was a very nice touch.

Submitted

I liked the Bosses and the Music. I would like if the character looked the same as on the logo and if it flipped around depending on if you move left or right (Attacking the enemy when he is behind you looks weird to me). Overall good game.

Submitted

The visuals look very good and cohesive. Despite its two-dimensionality, the character exudes a lot of dynamism. However, I found it somewhat difficult to know exactly when to dodge and whether I'm really hitting the opponent. The sound effects frequently sound like a block. 

Submitted

I really liked the fact that you had a tutorial built into the game in the beginning. Really helpful in playing the game! I think I had a similar issues to what others mentioned in the game though.

Submitted

I liked the unique visual style. Reminds me of those Stick Man Fight animations of YouTube. Unfortunately, holding space for more than a moment kills me instantly. I think the health drains too fast. The game also faded to black and stayed like that after the first boss. I'm not sure if that was the end of the game or not.

Still has a lot of potential though.

it's still in development, I'm a friend of the creator, the purpose of the space bar holding killing you is that space bar is essentially a parry window, it has the same parry window as Dead Cells, the only difference is the creator decided to make it so you can extend your parry window at the cost of your health. Rather than make it broken by allowing you to hold it for a long time, the penalty is instant and deadly. The point is to train you to parry with more precise timing, and it's about as forgiving as Dead Cells parry window, just with more severe consequences if you get careless and hold it too long. The point is more to tap the space bar rather than hold it

Submitted

Yeah, that sounds neat, but there's no feedback for when I start guarding so it's hard to tell if it does anything. It's also a bit weird that it kills you instantly instead of draining your health at a more reasonable rate. That way it becomes a game of risk and reward instead of punishing you for tapping the button too long.

I mean, I didn't find it hard personally, it took a bit of practice, I've been suggesting a possible menu screen explaining the mechanic to people who don't pick up on it as fast tho

Submitted

overall it was a bit overwhelming but i liked the concept and style.
i think you did a great job with the boss designs, great work, great entry :)