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Axe of the fallen Star's itch.io pageRate this game
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Game's Take on the Theme
Several game mechanics inspired in spinning, from the axe movement to the boss attacks.
Did your team make the majority of the art and music during the jam?
Yes, but music was all sourced from itch.io
If not, please link to any asset packs or resources used here.
https://kenney.itch.io/kenney-donation, https://alan-dalcastagne.itch.io/regular-impact-sounds-sound-effects, https://peritune.itch.io/battle-tracks-jrpg-battle-music-collection
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Comments
As a heads up --
We've disqualified this for using AI cover art, as well as AI art in the game's intro sequence. As per rule 17, using AI-generated player-facing assets is not allowed.
The game was really fun. I liked the mechanics which I felt were well implemented and polished. The game was really fun. Good job.
The game overall was pretty interesting with the tree and buff mechanic. One of the things I found was that you could kinda control what the boss does depending on where you are relative to the boss so you could cheese the boss by constantly walking in and out of his melee range.
the only real issue I had was the delay between attacks was kinda slow with the amount of damage it does.
Thanks for playing! That's fair, there is an extra mechanic to encourage the player to spend time on air with the axe, cutting down trees to charge the bar below the player health, thus compensating, but it might have been a bit too obscure for a jam without a proper detailed explanation and probably we should have added damage numbers to make this more obvious!
I could barely use the controls.
Thanks for playing! Curious to known in which way you felt the controls were too much, it requires a bit of practice but we felt the player could get used to it quickly, but it might be our based opinion spending so much time with it so I'm interested in your answer!
Shooting the axe out and rotating it around to level a forest was a fun use of the theme, lol. The controls were ok, but it always feels a bit weird to me to use the arrow keys; that being said I did get used to it fairly quickly.
The art was well made, the animations were nice and the boss's attacks were cool; although I would have liked more SFX for everything.
Neat game.
Thanks for playing and the feedback! I agree, we were struggling a bit for time and sfx suffered the a bit lol
Game was pretty fun, although i couldnt tell when I could/couldnt shoot out an ax, so i was constantly spamming the button
I gotta ask though, were the thumbnail and intro art ai generated?
Thanks for playing! Yes, the indicator where you can or cannot shoot the axe is at the top left of the screen. We will be adding a screenshot with an UI explanation.
For the thumbnail an intro art we used pixellab on Aseprite to get an idea of what we wanted to show, as we had little to none experience in doing pixel art, and then we adapted to our color pallet and how our main character looked like.
The game is very fun and the bosses have attacks that make the battle very frantic. The only bad part is the delay between each axe you can throw.
Thanks for playing! Main idea was to remain with the axe on air to max out the damage modifier, but given this is the second comment regarding cooldown it clearly was too unintuitive, we will have it in mind, thanks for the feedback!
controls were snappy and responsive, axe cooldown was too long.
Thanks for playing and for the feedback! Yeah it might be a bit too punishing, to counterbalance it there are 2 core concepts we implemented, one is the cooldown down buff you can pick up by cutting down trees and the other is the damage multiplier you get by cutting down trees and staying on air, thus most of the play time should be done with the axe moving, or at least that was the idea!
Great music and tight controls !
Thanks for playing!