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Storm of Sandals's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #352 | 3.231 | 3.231 |
Graphics | #363 | 3.538 | 3.538 |
Game Design | #462 | 3.154 | 3.154 |
Fun | #463 | 3.115 | 3.115 |
Overall | #522 | 3.071 | 3.071 |
Innovation | #656 | 2.731 | 2.731 |
Theme | #756 | 2.654 | 2.654 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The preparation time acts as the calm, whereas the time spent fighting in the Colosseum is the storm!
Did you write all the code and made all the assets from scratch?
All the code is mine. Assets are from Kenney! (https://kenney.nl/)
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Comments
Cool game! I actually managed to free myself (after a lot of tries :D)
Since you already said that you want to improve the combat here are my suggestions:
The shield feels rather useless at the moment, because it does not create a good opportunity for a counter attack. Maybe a short stun on the enemy when his attack was blocked would help.
Maybe also add some incentive to play more agressively, because right now the best strategy seems to be to just run in circles and hit the guys who follow you, which is not that interesting. (But maybe better AI already fixes that.)
Really cool game!! almost earned my freedom in the third round ALMOST :(
The swing speed was bit too slow for me but once i got used to it was fun. With the way the game works I think having one more weapon would help a lot, and the shield was not of much use (or I couldn't use it well)...
Overall, a solid game which is fun. Kudos!! :D
The visual and idea pretty good I like it, but I kind of not accustomed with the control, normally I use LMB to attack & RMB to block. The swing speed & switching between block/attack when in battle feel slow.
Pretty fun game! One thing to improve it is that when pressing E to upgrade in the shop, you keep walking indefinitely if you are moving, until you exit the shop, but it's definitely not game breaking.
Hee-ho. Very fun game. Nice. Thanks for good experience
Swords and sandals was one of my favorite online games, so it's very cool to see your 3D take on things. I like the art direction you chose the goofy roblox-y style works well for this game. The theme is adequately represented with the "calm" shop phase and the "storm" arena battle. Unfortunately I found the combat next to impossible so wasn't able to spend too much time with the game. I couldn't damage the first enemy more than once in 5 attempts, as he could attack quicker than my attack animation took, and I couldnt block and attack at the same time. So I think the fight is nearly impossible? This is a bummer because I really liked the premise of your game and I think a lot of your foundational movement, block system, stamina/health system are really solid. I think tweaking some of the details like attack speed or maybe adding a dodge roll would make the combat much more palatable. Overall, I think you had a great premise with a good take on the theme but the combat was ultimately too much to overcome. Keep up the good work!
Really appreciate you taking the time to play and leave feedback, it helps with pinpointing the improvements that need to be made.
Completely agree with your thoughts on the combat - I need to revisit it as a whole before I start to implement further enemies, weapons, etc.
It's my first foray into First Person Combat Design, so I've learnt a lot already!
Thanks again! :D
I liked the visuals, but I am not sure about the fighting mechanics, sword takes some time to swing and during this i cannot use the shield, so it's hard to fight two guys in one round. But overall good job!
Thank you for taking the time to play and leave feedback! I really appreciate it.
I definitely agree - the consensus so far is that the controls & combat design don't feel very intuitive.
Cool arena fighter! i would maybe make the gameplay a bit more fastpace, but that is just my pref. Great work with the changing arena between levels :D
Really appreciate you taking the time to play and leave feedback! Plenty of improvements to be made, but hearing feedback from players really helps with planning future updates.
Charming graphics for sure, but I did struggle a bit with the controls tbh.
Thanks for playing! Definitely many improvements to be made in regards to the controls & combat design - working on these now. I appreciate the feedback.
I loved the style and idea of your game! The visuals are fantastic, and the clever take on the theme really stands out. Great job on creating such an engaging atmosphere—it's clear a lot of thought went into it. Keep up the amazing work!
Really appreciate you taking the time to play and leave feedback!
I loved the style and idea!
Thank you for playing!
Love what you came up with here. And I think how you chose to fit it to the theme was clever & funny.
I struggled with the combat, admittedly. I managed to get through the first round once with some dodging, but blocking with the shield felt somewhat unhelpful just because of how fast the enemies are able to swing compared to the player. I think adding some kind of slight stagger to enemies when the player successfully blocks an attack might help with the timing.
I was a big fan of the assets & composition that went into this, and I think the music was well-picked.
Solid work!
Thanks for playing and providing feedback!
I definitely want to improve the enemy AI, combat design, etc. I just didn't have time during the Jam!
Really appreciate the feedback, it'll help with improving this project.
Cheers!
I loved the style and idea!
Very interesting take on the theme.
Constructive Criticism:
The controls felt really clunky
To me it felt as though the opponents are too accurate when swinging and they practically could not miss when the player is in range, so cannot round around them etc. Tweaking the Enemy AI could make a huge difference.
The pacing with two opponents on the second round felt too much (Or I suck ;P).
Overall a good packaged project, good job!
Thank you for playing and providing feedback, I really appreciate it!
I definitely want to improve the Enemy AI, adjusting the general combat design, etc. Just didn't have the time during the jam.
Was there something in particular about the controls that felt clunky? (E.g. Key bindings, speed, etc.)
Regarding the enemy not missing the player - it's definitely quite tough! I probably need to lower the lunge range when they attack. Did using the shield help with these attacks?
Once again, I really appreciate that you took the time to play and post your feedback. Cheers!
Sure! It's our passion after all.
Indeed the jam "jammed" us to some tight corners hehe
About the clunkiness, If I had to put my finger on it, then it's probably the change in speed between the walking animation compared to the attack animation. Then the attack range felt to me like the reach was longer than it looked. It could be simply the transitions between some fast animations to the slow ones.
I tried the shield but then the moment I put it down the enemy was already mid their second attack and I got smacked haha, that's also something to consider to give them a bit more cool-down between attacks.
But that could also be just a matter of preference
Very intuitive game, and quite fun. I think the mechanic of staggering opponents out of their attacks has a lot of potential even if it is simple. If you expanded on it a little more you could have a good game. This one got a little stale by the end, but I really enjoyed the beginning, and it is one of the games in this jam that I spend the longest time playing.
Cheers! Really appreciate you taking the time to play and leave feedback.
Completely agree with it getting a bit stale - further enemies, additional weapons, improved enemy AI, etc., was all planned - I just didn't have the time 😂
Did you find yourself using the shield much? Did you prioritise some upgrades over others?
I prioritised health because it was the most clearly beneficial. And when you get into a 2v1 situation, hitting one and shielding against the other in quick succession felt pretty good!
During my brainstorm phase, I also had an idea around preparing gladiators for the arena! Really nice work, especially for only a week. After a couple rounds I started to pick up on the pacing and flow of the combat although it wasn't immediately intuitive to me. Timing your attack to interrupt the enemy just before they swing is a huge part of the combat. Some additional weapons and enemy types (or maybe I didn't get far enough to unlock them?) would really help give this game some depth. Maybe a spear weapon to you poke enemies and keep your spacing? Maybe an enemy that tries to shoot you with a bow? Totally understand that this is all a tall order for only a week! Nice work, definitely have the base to something really fun here.
Thank you for playing! Really appreciate you taking the time to provide feedback.
I'd love to hear what you didn't find intuitive to begin with? Was it the controls, attack timing, something else?
Completely agree that it's currently lacking depth, and that it gets a bit repetitive. Different enemy types, additional weapons to purchase, a more sophisticated enemy AI, and a more refined combat loop (managing stamina, encouraging shield use, etc.) are all things I wish I had time to add! They're definitely planned for future updates.
Thank you again for the feedback!
It was the attack timing. I think just some further noodling with speed, stagger, etc. would help it feel a bit more responsive. The wind up is really long to the point where I'd expect the weapon to do massive damage and have a lot of hit feedback. No Rest With The Wicked does a good job with having long wind ups but making sure each attack hits SUPER hard and feels really impactful. So there's no problem with long wind ups, but it might need some more "juice" and noodling of the numbers to really give it that oomph. This is also one man's opinion. I could be in the minority here! Hope this makes sense. Again, terrific job.
Nice little game! Interesting choice for mouse buttons to place attack at right mouse button. I really enjoyed the consistent visual and audio style of the game. The core loop is simple but very well made.
From gameplay perspective it gets a little bit repetative as enemies were easy to manipulate. But those "more interesting" mechanics (as parry or enemy flanking) are usually harder to make, get it right and tweak not to look broken.
Fun game! Very enjoyable, spent some time fighting!
Saw your constructive feedback on some games! Hope you will share your thoughts on Stormflow as well.
Thank you for playing and providing feedback!
My initial thought was that players would be able to pick up weapons/shield/items and apply them to whichever hand they preferred, but I didn't get around to that. With future updates, I may fully change it so that left click is the "Primary" action.
Completely agree that it gets repetitive! My plan was to have a more advanced combat system where the player has to really manage their stamina and use there shield in order to create an opening for attack. I'd also like a wider variety of enemies, but time didn't permit this.
Thank you again for taking the time to provide feedback - it's exactly what I'm looking to hear in order to make improvements to this project over time. Cheers!
Cute characters and decent gameplay. I would probably swap the attack and defend buttons though.
Had a great time playing, 1 time killed and than I went pro haha! (I just ran back and forth to kill them one by one)
It's a fun game really I enjoyed slaying them and I payed my freedom. Tho it was fake those stairs where ghost stairs xD.
Really good game deserves good rating, tho the theme was a bit less revealing but I understand your reasoning!
Thank you for playing! :D
The combat definitely needs some tweaking to make it so you have to reply on your shield more than just running back and forth.
Its a great game but i think a bit to hard beacouse the attack is too slow
great game for soullike lover
Thank you very much for playing!