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A jam submission

Demo KnightView game page

Submitted by Pip (Agapios Kokkos) — 1 day, 2 hours before the deadline
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Demo Knight's itch.io page

Results

CriteriaRankScore*Raw Score
Juice#782.8373.714
Audio#842.7283.571
Visuals#872.9463.857
Overall#1282.2913.000
Fun#1351.9642.571
Theme#1501.6372.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Wasn't entirely sure how to write this as after finishing it, I was left with much mixed feelings. Lets go through them:

The Good:

From the get go: amazing visuals and audio into the game. Great usage of dynamic music that enhances getting into combat and out of combat for much great immersion. 

Gameplay is very simple to understand, hit the wrecking ball and destroy everything. The destruction comes with its own satisfying level of camera shake OOMPH much needed to deliver that satisfaction.

To improve:

The fun factor is a bit more mixed and I can't exactly pin point the cause.  The moment-to-moment gameplay is alright: Analyse the battlefield, reposition the character, hit. I feel like, the 'wind-up' attacks very redundant and there is no point to doing quick hits without charging since you usually always want to use the big wrecking ball anyway.

Maybe consider adding more impact on winding-up attacks, or maybe you could reposition the character at a slower rate while winding-up the attack. Maybe winding-up can take a ridiculously long time, but sends the ball at an insane speed and richocheting around the room.

Ultimately, I feel like the gameplay requires a much more deeper analysis, and giving players more reason to 'wind-up' or 'quick attacks', because right now, it doesn't feel like there's a reason to do quick attacks - making it a redundant choice and adding no complexity.

Submitted(+1)

Very hard for me playing and controlling the player. The idea and concept are really cool and also the graphic and physics. Gj ^^

Submitted(+1)

Fantastic visuals, but the movement system is difficult to get used to. The blur effect you used was also pretty straining on the eyes given how often it was on, which is sad because it made me not want to finish the game even though I was having a lot of fun with the comedy and voice acting!

Submitted(+1)

It's a neat idea, like the other comment said the beginning could be a little bad faster and smoother gameplay-wise. I also really enjoyed the voice acting.

Submitted(+1)

Thanks for the game :)
The character controller has an interesting mechanic, but I felt it has too much juice. Charging a lot, going through entire rooms, with a TON of screen shake each time I hit the ball was boring. I felt like I was using some super special attack, but at each input, so it felt too much for nothing special at all.
Nothing told me about breaking the walls or destroy the eyes to clear the lasers, it was hard for me to figure it out, so I just moved around randomly, and I often had troubling moving when stucking the ball next to the wall or worse, in a corner. I realized very late that I could spam the ball a bit to move around faster, but with all the camera movements and shaking, it was hard to follow.

The game looks nice, I wonder how it would have looked like with a correct pixel ratio and a pixel perfect camera, but I'm sure it would have been really great. Cutscenes are a very very nice touch, it gives it a lot of personnality ! I especially liked the player getting hit during the intro, the animation was really fun :D

About the boss, he seemed to just dash and die when I met him.

Congrats for making this demo :) There are a few things to improve, but that can really enhance the overall quality !

Developer(+1)

Thank you for playing and your feedback has been noted and is highly appreciated.