Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Justicar's Scales (fantasy forest adventure)View game page

2D platformer about wielding the Scales of Justice
Submitted by Canoparia Games — 4 hours, 22 minutes before the deadline
Add to collection

Play game

Justicar's Scales (fantasy forest adventure)'s itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#1483.1613.161
Theme interpretation#2213.0003.000
Graphics#2253.0973.097
Audio#2262.8392.839
Overall#2362.9352.935
Gameplay#2632.6452.645

Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/matt-rule/justicars-scales

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 29 to 21 of 29 · Next page · Last page
Submitted

Rate no. 25

The good stuff:
- Solid level design, maybe slightly too claustophobic imo
- Most of the sprites look great
- I had fun breaking the game (more on that later)

The stuff to improve:
- Every minotaur (?) can be cheesed (look at cheese spot 1-2 screenshots)
- The last boss can be cheesed with the checkpoint next to it refilling your HP and just pressing R whenever they hit you (look at final boss cheese screenshot)
- You can jump over most of the enemies to skip fighting them
- I still don't quite understand the main mechanics, they seem really inconsistent; Is there an invisible cooldown between uses?
- Final boss is a bit anti-climactic as it uses the same attack as the other enemy; and it's really to dodge as well (attack 3 times, jump, repeat)

Graphics:
- There are some pixel art inconsistencies, some sprites have anti-aliasing, some don't.
- The grass/ground tile has a lot of detail and brings unnecessary focus on them, while the minotaur has a lot less detail, when it's supposed to get all the attention when you fight them. The same could be applied to the background as well but it's not as bad there as it's just one color really.

Overall, I had fun with the game, definetly has a lot of room for improvement.

Cheese spot 1. (can't attack me while I can attack them)


Cheese spot 2. (breaks the AI)



Final boss cheese: (checkpoint refill exploit

Submitted

Really great game! Well-made and beautiful art :)

Submitted

Beautiful game - love the art. The music went well with the game too. I thought the frequency of checkpoints was perfect and it was well balanced - challenging enough. The additional mechanics were interesting and I enjoyed the variety of enemies abilities. My only other thought was about combat indicators but I see others have made this comment :). Overall, I really enjoyed this game and found myself playing for a while so well done!

Submitted

An interesting blend of theme and mechanics! I enjoyed being able to reset time when I would get hit one too many times but I was never fast enough to use it when falling into a bottomless pit. Art and backgrounds was great, Good Work!

Submitted(+1)

Good job! This game has several interesting mechanics, and it certainly wasn't easy to create :) Just out of curiosity: are there features you had to cut due to time constraints or other limitations? I've opened a topic called "The Features Cemetery," and I'd love to hear about your experience. Anyway, I appreciate the effort!

Developer

Thank you! Yes, there were a lot of features that were left out due to not being MVP, they might appear in a future game, so I don't want to spoil :)

Submitted

I really liked the time manipulation aspect, very cool, little confusing. The retro look and parallax were very well done! 

Submitted

I found the game very enjoyable to play! The scales + hourgalss mechanics are a bit confusing at first, but quite easy to figure out. I didn't have any issues with controls and didn't get stuck anywhere.

It's a bit weird that some enemies get their state reset with hourglass but some don't (maybe I missed something). I think hourglass could shine if there were moving or disappearing platforms, but as of right now, it's just for saving some health or as an alternative to scales when they're not ready.

Maybe a healing ability could replace the hourglass, and if you're using healing too much, some enemies could steal some of your healing? Think of enemy scales but not for damage, but for healing. Just sharing some ideas that I had while playing...

Overall, I liked the game! Great job!

Submitted(+1)

Took some getting used to but was pretty easy otherwise. You could exploit it pretty easily.

The combat mechanic could have been a bit better, It definitely needs indicators when you take damage, and it needs some ui elements letting you know your abilities are ready.

Developer

Thank you for the feedback! Unfortunately the indicators didn't quite make it into the game but they would have helped so much. And yes there were lots of opportunities to cheese the enemies.

I will try your game tomorrow when I am able!

Submitted(+1)

Took some getting used, challenging to master but once you do it's satisfying. The graphics are great and everything feels fluid, nice job

Developer

Thank you for the feedback! The combat is kind of janky, yes. The worst bit is the lack of indicators for ability cooldowns. I have a lot of useful feedback for next time I make a game like this.

Viewing comments 29 to 21 of 29 · Next page · Last page