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The Legend of the Phantom Blade's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #158 | 3.000 | 3.000 |
Sound | #194 | 3.170 | 3.170 |
Aesthetics | #264 | 3.491 | 3.491 |
Mechanics | #328 | 3.075 | 3.075 |
Music | #369 | 2.887 | 2.887 |
Fun | #394 | 2.962 | 2.962 |
Theme | #485 | 2.698 | 2.698 |
Ranked from 53 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
For jam release: Font: Blockstepped - Gem Fonts / Graham Meade @ 1001freefonts.com Clip: Medieval/RPG Music - sonically_sound @ freesound.org Clip: Echo Dungeon - ibm5155 @ freesound.org Clip: Background Music - Tausdei Music @ opengameart.org Clips: space-ship-hum-2136, windy-swoosh-1474 and various armour & sword sounds - audiojungle.net @ mixkit.co / elements.envato.com Character & items created with BrickLink Studio 2.0
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Comments
Fun little game! The sound effects are satisfying to listen to. I like how you have the light source on the candle you're holding attached to the candle. So you can see the light move as you swing the candle back and forth when you walk. It gives it a little more realism which is nice! I did find myself getting stuck a few times when jumping off of walls. A few other folks have mentioned the colliders. Are you using a box collider on the character? I've found that box colliders colliding with other box colliders usually gives me buggy behavior due to the flat surfaces on both colliders. Sometimes the engine doesn't exactly register the collisions properly. But it's a fun game and pretty addicting! Thanks for submitting this!
Thank you. Now that you mentioned the torch and realism, it hit me; there is no shadow on the wall. There's something new to work on. Regarding the colliders, there are three capsules, circle above and circle below, and an ellipse front. Each one of them triggers a state based on a previous state. The problem is that if the collider does not leave the area to collide again and re-trigger the state and therefore the animation cannot change through the collision. That is why jumping of the climbing state but remaining in the proximity of the wall will lead to falling from climbing, but will never re-trigger the climbing, because the wall collider still collides with the wall. If I could reset the collider state then this wouldn't happen. I'll se what I can do. Maybe disable and enable the collider for a fragment of a second will cause it to trigger again.
Nice work!! I've made a wall climber in the past and it's not nearly as simple as one might think so kudos. I did see a couple of issues with the wall collider, but nothing fatal/irrecoverable. Could be the experience I had with mine. Anyway, nice expansive and vexing maze, a good challenge!
Thank you. Yes as a matter of bugs, the absolute correct behaviour of colliders is the one thing still not managed to solve. I hope I will get there.
Cool game mechanics, but the game didn’t tell me that I can wall climb, and the wall climb sensors don’t always work properly, sometimes I get stuck on a wall for a while, and the torch light area is small
I managed to get 3 potions but the barrier didn’t drop, maybe the potion colour matters
the game is good, but needs further improvements,
Thank you. It needs a lot of improvements which I intend to do after this ends. I will look what the D&D rules say about torch light and will adjust. A tutorial for the movements will be a nice addition as well. Yes, the colour matters. I have a small description in the page just for that. I will also expand with audiovisual aids.
Has potential; I like how you used lego models; it’s been a while since I’ve played lego games; the visuals are great and the ambience music as well; but I think putting the story in the game would be nice, like you’d discover secrets or the story progresses as you go on; and I think it needs more content because running around for a long time without anything happening was a bit of a bore; maybe put traps, etc. to make it look and feel like some dungeon; still, good job! :D
Thank you. I intend to put more content. The sprites for the animations took a lot of time and then run into some problems with the colliders, so not enough time before the jam. The story has juice, I will expand it to a full "campaign"!
Love the game, found all potions, but couldn't find the sword. But I'm sure you already have an idea how to fix that.
I found a bug right at the start of the game, where I went left, climbed up the wall and died to the barrier. But i was still able to move around even though my character was invisible and I managed to jump off the map by keep walking to the left side and pressing space. My character never respawned and the game over screen never showed up, so i had to restart the game. I played it in the web browser.
Maybe change the block that the candle's stand on. It looks the same as the block that you can jump on / collide with and I kept jumping on those blocks and wondering why i fall through, until i noticed that they all have a candle on top of them. Maybe make them similar to the background, so that it's clear, that you can't jump on them.
Other than that, great game, good introduction, love the visuals, the music and the sounds.
Thank you. I will look at the bug, the colliders are the one thing still bugging sometimes, so state will not update correctly. I thought of the tile too, I will change it in an updated version, thanks for pointing that out. After the jam rating is over, I have a lot more to do..!
As a fellow solo dev, I understand the time constraints and I love the idea you came up with. I will say though, I feel that the movement and animations need to feel a bit snappier. It feels good to explore and collect things, but that's being hampered a bit by the sluggish animations. I would speed up the climbing and jumping animations a little in order to make things flow more smoothly.
Thank you. I will speed it up a little, yes.
I like the wall climbing in this one! And also the ceiling climbing, I definitely did not expect that. :D
I was able to find all the potions after some searching, but I couldn't then locate the room that the sword was in. Having the passage ways all look very similar is great for a maze but it does wear down the player's ability to feel like they're learning the map.
Thank you. The chamber of the sword is near the last potion. I will add aids to make the navigation easier. I have already made thoughts on this.
Really cool game! I really like the armor sound while moving!
Thank you. I tried keeping the sound spot on. Sometimes it misses, but I will to fix it after the jam rating period ends.
I thought this game was well-polished. I really liked the auto jump mechanic that you had. And the sound for the walking fit so well with the knight's armor and movement. I wasn't able to open up the protal. I thought I had gotten all 3 potions but maybe I didn't. I died a couple times the first time I went through so maybe I'm mixing up my plays.
Moving around looking for the last potion did feel slow but I didn't think it was bad. Sorry I couldn't get passed the portal :(
Thank you. I will speed it up. :-) No worries, at least you tried! Take a look at the video speed-run if you want.
Just watched the video! Idk if the video is sped up but I have no idea how you're moving that fast. And I also don't know how I missed that middle section with the sword! I thought I explored every corner of that maze!
The video is 150% the speed, around 4 and a half minutes.. It takes about 6 and something minutes to do the whole thing, if you know it. I did a bit more, I also got confused :-)
I like the atmosphere and the music, everything fits well. I didn't get to find one of the potions.
Thank you. The two of them are in the first part before continuing far east and north and the other to the far west and north in the second part. I will improve this with some indicator of sorts :-)
Very cool concept here. I really liked the Lego look! Always loved Lego :). Good sound and music. The mechanics are done nicely as well. Good Job!
Thank you! Yes, my first design of a character was less than satisfying, so I went with the lego option. I had in mind making a lego pirate game anyway so it was a good practice to see if that is even possible.
I loved this!! I loved the leggo look! It took me a moment to figure out the movements, but I appreciate how intuitive it is. Well done!
Thank you! You can see the controls in the settings and controls page :-)
Thanks for checking out my game, I've rated yours.
The movement feels a little sluggish, however, I really like being able to climb up walls. Good stuff!
Thank you. I will work on it :-)
Ah classic dungeon crawler literally lol. Like the use of the light that followed around and i see you had to be careful where you jump otherwise you damage yourself so you had to climb walls a lot. One issue i came across is if I press spacebar twice while climbing or spacebar and the direction of the wall i was on, it made the character do a middle thing and wouldn't grab the wall. Just wanted to point out that issue.
Thank you. Yes, the only thing still sometimes buggy, is the colliders. If the collider does not leave the area that has already collided with to re-enter and trigger a new collision, the state will not change and neither the animation.
I really like the shadows and lighting that you've done as well as the design of the main character. I was not expecting to be able to scale the walls that way, so that was a nice surprise! Well done!
Thank you!
It would be impossible to climb with that armor. Other than that i likes the atmosphere!
Thank you. Yes, it would be impossible. I will add visuals for ladders and hangers, to at least explain how that could have been possible. Other than that, I do not mind being a bit "unrealistic" ;-)
Love the lego character aesthetic and the use of lighting. The wall climbing mechanic was a pleasant surprise and made exploration a lot more interesting.
Thank you!
I found a third potion but no blade sadly...does the colour matter? I had green blue and purple I think...
So if there is a mechanic with the sword I never saw it.
And yes the fall dmg is quite mean I even got healed by one of the poitions but not enough to survive a second fall.
Very funny that the character is a LEGO knight ^^
Thank you. Yes, the colours matter, I have written in the description in detail :-) The falling damage used to be instant death. I will improve to be relative to the falling height.
Oh I must have missed that - but in my defense in this Jam there is a lot of text in some games and it's just too much.
As a tip if you want people like me to enjoy your game fully : make a short TLDR with all the important points and then the rest what you like to say after...if you want to rate a lot of games you just don't use time reading walls...
Yes, you are right. Done.
Good work on the animations. I found it a bit goofy that you're this knight in armor climbing around and I didn't really know what to do, but otherwise it was solid :)
Thank you. Yes, it is weird that an armoured knight can run around climbing and crawling on ceilings, but in general it is fun! So I left it. The goal is maybe a bit obscured, I will add visual and audio aids after this ends.
I enjoyed it. Didn't get as lost as I usually do in these games. The fall damage is vicious, I didn't fall very far and 75% of my bar disappeared
Thank you. Yes... It is actually 70% (I had it instant death while still in development!). I will change that though. I will make the damage relative to the falling-height.