Despite the slightly complicated controls, the game turned out to be quite fun!
Great job! Good luck seeing the project through to completion :)
Criteria | Rank | Score* | Raw Score |
USE OF THEME | #223 | 2.259 | 2.259 |
SOUNDS / MUSIC | #253 | 2.148 | 2.148 |
Overall | #283 | 1.969 | 1.969 |
ART / VISUALS | #292 | 2.222 | 2.222 |
FUN | #298 | 1.778 | 1.778 |
BOSS DESIGN | #301 | 1.778 | 1.778 |
CONTROLS | #333 | 1.630 | 1.630 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's take on the theme
Everytime you die, you exchange one of your stats like health, damage and speed with eachother
Did your team create the vast majority of art and music during the game jam?
i'm a solo developer and all the assets in the game are third party assets, AI generated images
Did your game use PlusMusic?
no
Did your game use Playroom?
no
Did your game use generative AI art?
yes
Despite the slightly complicated controls, the game turned out to be quite fun!
Great job! Good luck seeing the project through to completion :)
Really great aesthetic, and the idea of a parry-based dueling game is solid. I'd recommend trying to simplify some of the controls, having three different attack buttons and a parry button that has to be used in conjunction with the others makes it really complex to wrap your head around. My suggestion would be to have one attack button, that does a different slash direction based on what arrow you are pressing, and one parry button that does the same. This is an overall solid start, keep working on it!
I'm glad that you like the aesthetic and the combat system. You know i think you're right, controls are very complicated right now. There are too many buttons to press. I definitely have to simplify the controls. This is a great feedback. Thanks a lot for playing my game and for the encouraging comments!
Cover art of a game doesn't have to be up to par with the artstyle of the game. If you check the video game cover arts on the internet you will see that most cover arts are illustrations or heavily edited 3D art. Why would i put a ss on cover? Besides i uploaded screenshots to the page as well, so that people can see what my game looks like before playing it.
I agree you about the combat mechanics, i'm not satisfied with the end result myself. 3/5 is a generous rating, i would give myself probably 2/5 for overall rating :) (Maybe i'm too harsh on myself i dunno)
Thanks for playing my game and for your comments!
Hey there, I am trying to get other to re-submit their reviews for my game if possible...it was deleted and removed from the Jam on accident based on a technicality which was solved between the Jam Host and a particular asset used in the game...please if you have time, energy, and/or generosity to re-saved your ratings/reviews for the game. I am going through and re-saving yours given my browser kept your rating saved data on my end...but it looks like I lost all 73 reviews and ratings from my end.... :( best of luck to you in the Jam
Sorry for the inconvenience if you have a chance to rate/re-rate
Very good design, I like this game
There are some issues, the operation is delayed, and all the operation keys are on the left side of the keyboard, making it a bit uncomfortable to operate. It may be better if some of the operation keys can be placed on the right side.
The game has potential! It's not very intuitive at the beginning, but once you understand the mechanics, they are fun. Spamming attacks breaks the game, but I understand the vision with the parries and blocks. If you continue developing this game, it will end up very cool for sure. Send a message if you do so! I would love to try.
I can't give a high score in the art section due to the use of AI-generated art for many reasons both because of quality but also other kind of problems that come from AI, sorry... The music is ad hoc but not great.
But in your favor, I want to say that even with the use AI, you were able to assemble it with the rest of the art, and the sprite placement in a coherent manner. I especially like the opening level where you move in tall grass.
Congrats and wish you success in the jam!
You're right about the combat. I ran out of time before turning that into a decent combat system due to some setbacks and wrong decisions unfortunately. I intend to fix them in the next build.
I totally get your decision and agree with you. I also don't give full score to the art criteria of the games which use AI generated art or third party assets bcs i think that would be unfair to the developers who created their own art within a month. That feels like a betrayal to their hardwork and creativity. As for the music, i searched the internet for hours to find a music suitable for a Samurai duel and that was the best i could find. Idk maybe i didn't check the right places
Thx a lot for playing my game and for your comments. I wish luck to your team as well!
Like the samurai aesthetics that've been going on! Fights feeling really repetitive and not really fun to engage in( Try to add more original content in it, and I am assured that it would be a great game!
I like the concept, but the controls made it impossible to play for me. The feedback is almost none existant and the button placement is very weird (Why use "e" and "q" for dodging when the attacks are on "z", "x" and "c".
Controls take time to get used to. I wanted add gamepad support too but ran out of time. My brother also said that there's no feedback but i'm not sure how to create that in this game. There's an animation when you hit the enemy and it's color is turn to red. I think lack of feedback stems from the delay in the enemy's hurt animation and a satisfying sound effect which exactly plays when i hit the enemy. I wasn't sure about how to arrange the key binding since there are too many moves. q, e is not for dodging, they are for parrying. Roll dodge is shift. q,e keys are close to z,x,c and wasd, it would be more difficult if i assigned them to the right side of the keyboard i think. Thanks a lot for playing the game and for your valuable feedback.
I like the 1v1 approach. The game needs to be harder though - spamming attacks will win every time, so there's no need for specific blocks (or any blocking, really). But it has a good foundation, well done!
Yeah the combat system needs a major overhaul definitely. I'm not happy with the end result either. I wanted combat in this game to be different than the similar games. I added different blocks and parrys to make the combat deeper and more engaging. I want it to be sort of stone, paper, scissors kind of combat system. Like when enemy hits with side slash you need to block with vertical block etc. But it overcompilcated the combat and served no purpose in the current state of the game plus it confused most of the players without proper instructions. Anyway thx for playing it and i appreciate the feedback
I like the sword fighting. The combat system is really good and I had fun playing. I think that it would help your overall pixel art vibe if you could find a font that looks like calligraphy but is also pixelated. Same with the health bars, which I think stick out a little bit because they have rounded edges. But I am just being nit-picky. Good Job. This is really good game overall.
If you are interested, could you please play my game. I would really appreciate it.
Thanks very much for playing it. I'm glad you liked the combat, most ppl are criticizing it(me included :) ). I used Japanese calligraphy font in the game actually. But forgot to change it in main menu. Healthbars aren't too bad i think but i need to add red to white transition effect to when character takes damage. I appreciate all kinds of feedback, no worries about nitpicking :)
I played, rated and commented on your game btw.
Fun To Play but i got clickbaited by the Thumbnail haha, Overall great work Brother :)
Nice pixel-art amd so good idea. I played some games before with similiar mechanics and they all good and your realisation of this is good. I like it
Nice job! The controls were a bit complicated, but ultimately I beat it by spamming the main attack. I really like the idea of exchanging your stats and changing up your playstyle!
Thanks very much for playing it. Yes, unfortunately controls are a bit complicated because i think there are too many moves and the lack of a tutorial makes it confusing for the new players to figure out the fighting system. I'm glad you like the "soulsacrifice" system. It needs some tweking as well. Right now it looks kind of confusing, it needs more UI elements for the players to better understand what's going on there
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