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A jam submission

GRAFTView game page

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

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Comments

Viewing comments 15 to 1 of 35Previous pageFirst page
Submitted(+2)

First of all, I love the art style of the game. The backgrounds and effects look amazing, and the lore is fantastic. I wish it was implemented more in the game!

The boss design was also really cool. The first boss was tough, but it felt satisfying to crack.

My only significant concern is with the special attack. I feel that adding feedback to let the player know when their special attack isn't available would be beneficial—perhaps a sound or a visual cue. Alternatively, you could consider allowing the player to start with a special attack. This is to avoid confusion, as you show the Special Attack button on the controls in the first scene, but pressing it seemingly does nothing.

That said, I enjoyed what I played and I look forward for more!

Developer(+1)

TOOTALLY, in the future we want to give base character some sort of special attack so that the player can feel the difference. Only the dragon and Robo helmet can use the special button atm and the robo helmet is the only one with good visual feed back. (Hold bar till full then release to fire) Dragon not having good feedback is an oversight on my end.

Developer(+1)

Thank you for the lovely feedback. I, too, wish the lore were in the game. We had a lot of fun coming up with it.

Submitted(+1)

Nice take on the theme, really enjoy the modularity! The art style's contrast could be toned down but overall it looks amazing! For future updates, I'd love to see more slots to graft things onto, like individual left/right limbs. The game page also looks great - overall, well done!

Developer

Do you mean literal contrast or something else? I'd like to understand this so I can improve the art!

And yes, I'm not sure about the left/right limbs because I plan to do double-claws or sword & shield setups. However, there are 4 parts and you can choose to change and each boss only has three. It's missing robot torso, grass hopper arms and dragon legs. I definitely want to add those in and maybe a fifth part that it would be an "amulet" or something passive.  Thanks so much for the feedback :D

Stay tuned, we plan to implement in the game every feedback we got and add a little bit more polish and fine tuning to the game. Perhaps even new bosses hehe

Submitted(+1)

Yea, I mean contrast between the colours, mostly in the background. Again, well done - looking forward to new updates!

Developer

Thanks for the tips!

Submitted(+1)

I liked the game was fun to play :)  I played up till the third boss second loop! My two big issues was I thought the 3rd boss was a bit annoying/cheap teleporting you down and having to climb back up but all the art and first two bosses were really well done! 

Developer(+1)

Fair criticism on the third boss. What I wanted to do with it was have the dragon boi move up the tower as you lowered his hp. Maybe making the floors different for each stage. Though we didn't have much time to implement him in (2 days before jam ended I think) so I thought that for the sake of mine and my artist's sanity I didn't bring it up to him. Thought this might have been a good alternative to that feel.

Submitted(+1)

Beat the third boss and got to fight the second again ? Liked the game overall, the bosses are quite big and the enviroment changes a lot from fight to fight, just didnt like the special attack that completely removed my normal attack felt weird, its nice that the parts have a positive and negative trait, good job!

Developer(+1)

You always have a normal attack... There is only the Robot Helmet Special that prevents the player from attacking while charging, but only while charging. Are you sure it removed permanently?
And after the third boss is killed, they loop more 6 times so you can test all the parts you didn't choose during the first run. It's more of a bonus mode (:
Thanks so much for playing and for the feedback :D

Developer(+1)

I have figured out that this is a keyboard only problem. I now know that this is an issue because I played it on a mouse less computer. My apologies :(

Submitted(+1)

Well done on this! This is a very unique art style so far with high saturations. Quite fitting with the electric theme you are going for. Using the platform to the game play makes the battle interesting.
Moves was also varied which caught me off guard for some for the rare moves as they hit like a truck lol

Few feedback I would say is

1)  since this is a very high saturation color, creating contrast for player and important attack anticipations would be difficult but necessary.

2) Control response is a bit slow, maybe make it more instant for player and longer recovery for effect

3) Damage might need to be balanced a bit, as it is currently too punishing. or alternatively gives a better tell of which attacks that will be coming.

Overall I enjoyed the fight!

Developer

Thanks so much for the feedback!

We will enhance the clarity of the game in future updates! The player starts off weak but with time and upgrades it gets really powerful. But we will definitely look at buffing the human starting parts so it has a fair beginning. :D

Submitted(+2)

Really fun game, I really loved the art and music. Tried the special attack, not thinkg I would lose my sword, that changed the gameplay quite a bit, nut it was still pretty fun. Great work!

Developer

Exchange!! Thanks for playing it! (:

Developer

I have found that the normal attack locking only happens on keyboard only control scheme (Z/X attack)

Will be fixed after the game jam. If you have a mouse or an Xbox/Playstation controller it works better on those.

(+1)

The art-style was really amazing! Top feature. I died a few times trying to beat first boss, so gave it my ole' game jam try. Overall one of the better games  I thought that I played so far in the jam 4.25/5

Submitted(+1)

The art went really hard in this one. got to admit though, i'm really bad at games and didn't actually get that far but I did watch the video you have and the part I couldn't get to (the rest of the game after the first enemy) looked pretty good as well

especially like the scratchy style of the lines. Feel like it's hard to get that right in low res but it worked really well here

Developer (1 edit)

That is completely fine! Thanks for the effort to see the full game (:
I really appreciate! 
We barely had time to implement the third boss. But I really wanted to put some lore and dialogue in it. Your game is proof that dialogues can really make a game shine.

I'm trying a stylized brush-like approach to pixel art while keeping the fundamentals in mind. I'm really glad people are enjoying as much as I'm enjoying making it.

Submitted(+1)

 I liked it / The hitbox range is a bit confusing some times, there's some sounds missing for some actions, but hey,  i t was fun, each boss is unique and have his way of attacking, and "BRAVO" for the art, really impressive

Submitted(+2)

Really impressive game! I love the unique art style, found myself distracted by the impressive art and dying XD. Got to the point where items were making me quite strong, which I think is essential for that power fantasy feel of slaying these crazy monsters. Overall, really well done, favorite game so far!

Developer

Thanks!! I'm really glad it's your favorite so far, it means a lot!

Submitted(+1)

Pretty fun game, lacks some readability in bosses moves and damage dealt to player. Really cool concept of grafting parts to PC, looks cool and feels impactful on the gameplay.

Submitted(+1)

Damn this game has a very interesting art style. The entire vibe of the game is really unique!

Submitted(+1)

The game looks very unusual, I've never seen anything like it. The bosses look great, the music fits the whole atmosphere, I really liked it

Developer (1 edit)

Thank you very much!! We appreciate it a lot :D

Submitted(+2)

Your game was incredibly well-made! The art was striking and visually appealing, and the music added depth to the overall aesthetic. I found the controls to be responsive and nimble, which enhanced the gameplay experience. Your interpretation of the theme was particularly clever, with the player grafting various limbs and body parts onto themselves. Fighting the bosses was an absolute blast, with well-choreographed attacks that made each encounter a delight. Overall, playing your game was a thoroughly enjoyable experience!

Developer(+1)

Thanks so much :D

Developer(+1)

Thank you so much. I downloaded Nox and began playing it before I even saw your comment. The thumbnail was so eye-catching. A teammate or I (if I can get far enough in the game on a touchpad) will get you some feedback soon. Appreciate the support. <3

Submitted(+2)

Really, loved this submission. I have only a few gripes, everything else is a compliment.

  • The readability was straight bad. If the character has some sort of outline (like a white glow or something) or if they had a palette that stood out more, then it likely would have been better.
  • The jumping felt awkwardly low. I would have preferred some "buffer" height to make it more comfortable.
  • It was not clear when I took damage. I would have liked an obvious effect to accompany getting hurt. On that note, the attack sound wasn't super obvious, I didn't always know if I hit the enemy or not.
  • The bug boss' teleport sometimes left it far away from me which was awkward.
  • The fire boss' fire sprite was a bit hard to react to and the teleport wasn't annoying, but it did feel weirdly like a breather for me more so than the boss.

Alright, now for the compliments.

Despite the readability issues, the artwork is gorgeous. The environment art in particular with the backgrounds and tilesets look very nice. I always really like the diversity of environments.

I didn't really notice the music at first because of its volume. I realized there was actually music during the fire boss and decided to do another run through the bosses to hear the rest. Very cool sounding, especially the fire boss' track.

The powerup mechanic works well. Its simple but allows for all sorts of interesting things. Aside from hearing the music, the powerups is also why I was willing to do another run through the bosses; it gives a lot of replayability.

The boss's moves were really cool. Especially, the first boss. After dying one time to the first boss, I found his moves a lot more entertaining as I could then predict them. For instance, his smash-the-side-then-the-platform-move, became very fun to optimally time for maximum damage.

Overall, a fantastic submission. Proper fun gameplay.

Developer(+1)

Everything you said is absolutely valid, we will look into it and enhance the experience for the next updates! Thanks so much for playing and kind hearted feedback (:

Developer

I love this comment, would love to dive more into some of the aspects you didn't like so I can look into them. Namely which fire sprite was hard to read and how jumping felt low (really want to look at some jump height because some legs DO affect how high the character jumps). I can look into reducing bug teleport range, because as it stands right now, it can go onto any random platform on the map.  Thanks for the input. And I am glad you enjoyed the game :) I will play nox soon

Submitted(+1)
  • My understanding was, for the fire boss, you would attack then try to duck under the platform when the fire comes. Due to the camera being somewhat low in that boss, when the fire would spawn it was hard to react in time to dodge down. Assuming that was what I was meant to do.
  • With jumping, I didn't take issue with the general height one could reach. I just felt that whatever that height is you should jump a little higher than it. I would sometimes think I could jump onto a platform but it was barely too high for me. Personally, I usually give a more generous jump as I feel its easier to get right. That being said, you did have a whole jump upgrade thing, so balance may have been more difficult.
  • The bug's teleport range was a small issue when it occurred as it felt like a weird breather for me mid battle. However, it was really small and didn't bother me very much, just thought I'd point it out.

Again, the game was real fun to play.

Developer(+1)

Yeah, I feel you on the camera issue. When we add more to the game, I was planning on making custom camera controls. Particularly for the reason you mentioned. I used the default camera follow controller that gamemaker provides. Glad I wasn't the only one who thought that it sucked on that particular boss. Appreciate the feedback and will look into adding some QOL to the game.

Viewing comments 15 to 1 of 35Previous pageFirst page