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Dragon Scales's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #89 | 3.462 | 3.462 |
Theme interpretation | #94 | 3.692 | 3.692 |
Overall | #95 | 3.538 | 3.538 |
Innovation | #134 | 3.231 | 3.231 |
Audio | #242 | 2.769 | 2.769 |
Graphics | #268 | 2.846 | 2.846 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/nheeb/game-off-23
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Comments
Good job! The game's mechanics, especially using the dragon's scales against it, create a dynamic and engaging combat experience. I was particularly impressed with the swordplay and the innovative use of spells and dashes. The balance between offense and defense keeps you on your toes, making each victory satisfying. The control system is intuitive, allowing for smooth gameplay. It's a delight to see how the game evolves, introducing new challenges that require quick thinking and agility. Definitely a must-play for fans of action and fantasy games.
It is a good, but the game mechanics has to be polished a bit
and maybe a nicer graphics, but I think here the deadline was the problem.
Quite a polished game in game jam standard.
The dragon's telegraph is good enough, the fight is generally fair.
I particularly like the fireball rain which tracks your future position.
In later stages i would like the the fireballs to fall faster on top of the already quicker successions.
The dragon has a good variety of moves, the player does not. The player's skills tied to carrots was an interesting idea i wish we can discuss further, but all i see if to spawn more carrots for... May be healing? The carrot missiles overlap with the throwing sword, which is much more interesting than the carrot.
Throwing sword almost has the LoL Draven vibe, where you throw an axe with less risks, but you have to react to the axe's next position and catch it. I would hope the throwing sword's landing position would be random but telegraphed. It would be so fun doing that.
The scales falling on the ground: Good job animating the final collecting sequence. At first i thought i had to pick up the scales and spend them to cast spells or something. But it is nice this way as well.
It's quite fun!I
I'm not an expert to the genre, so I may be wrong. But I think it could be great to have hints when you're going to be attacked. Sometimes, I feel I couldn't predict the attacks.
But I may be dumb, so my opinion should be treated cautiously
The game needs polish but I liked the main game loop. Attacks were usually easy to understand. Finding last scales on the dragon could be challenging but it was fine.
I also find this bug.
I liked the purchase system. It would be cool if the different dragons had different attacks to increase the difficulty and have to learn new patterns. Even so, it is entertaining.
Combat can be a little clunky sometimes as I spent a good time standing on top of the dragon stabbing air but very cool overall. The shop balance system was a very clever way to tie in the theme. Graphics reminded me of old school Runescape and I did enjoy my time playing. Great work!
I've really enjoyed the gameplay, had a lot of fun with the shop system. Although there were loads of times that I would click off the screen into my second monitor which lead to me taking loads of damage. Other than a lock for the mouse to stop this from happening, this was a great experience. I had a lot of fun, so thank you.
Great work!! The scaling experience was really fun. I can see the effort of attack mode design of the dragon. Running away from the fire from the air was a bit hard tho.