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Blade of Reversal (Round 1)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How well implemented was the core mechanic? | #22 | 4.000 | 4.000 |
Would you like to see this game idea developed further? | #39 | 3.720 | 3.720 |
Did the game align well with the task? | #43 | 3.880 | 3.880 |
Did the secondary mechanic complement the core mechanic well? | #43 | 3.560 | 3.560 |
Overall | #48 | 3.520 | 3.520 |
Was there a sense of progression? | #131 | 2.440 | 2.440 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Type one of these words: AIM - DUCK - GROW - FLOAT - VOICE - CHOICE
AIM
Which game engine did you use?
Unity
What are your pronouns so I know how to refer to you in the videos?
He/Him
Will you continue in GDKO if you were selected as a Wildcard?
Yes
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Comments
The mechanics fit each other well. It was a little tough to get started but once I got it down it was great. I'd like to see you continue to develop this. Great job!
Thank you! Appreciate the feedback! :D
Really love the mechanics and being able to shoot the arrow back at the enemy!
Thank you so much for playing, and replying! :D
Very cool prototype. The graphics look nice and the parrying feels great. I really like the sound effects and slow down that happens when you do the perfect block, killing the dudes feels awesome. I think it'd be cool if the difficulty were to ramp up faster or if it became a game where you could move around and stuff too if you kept working on it. Great job!
I totally agree with you! I should have made a quicker difficulty scaling :P
I'm still trying to figure out the best solution for movement tho, not really sure which direction I want to go.
Thanks so much for the kind feedback! :D
I loved it, got to 163 score! I think it could be expanded to be even better!
OH WOW! Thanks so much! :D
Well done on getting the score :)
The blocking and parriyng mechanics feels great. As for the game (I know this is a prototype, but in a jam one has to evaluate it as a game as well), I can't say I didn't had fun, thanks to parrying mechanics feeling good, but the challenge was clearly missing, the difficulty is increasing too slowly to make effect.
Maybe you could simplify by removing the vertical look axis as it serves no purpose, and I play first person games with invertY so the vertical axis was just unneeded disorientation.
Thanks for the kind comment!
I totally agree with you! I need to make the difficulty curve steeper..
The camera vertical look was kinda for the future I guess, when enemies might come from above in buildings etc, but I will have your critique in mind! :D
Very GOOD job. 5/5
WOW thank you! Means a lot to me! :D
very good This mechanism also appears to have great potential for integration and expansion into other genres.
Thank you for your kind comment! :D
Very cool Idea, I believe this was one very nice prototype and I can see this idea developing into a full game with cool mechanics and engaging story. I would love to see levels in which arrows are throw at you in a puzzle way so each time you try to parry or block them you have to think of the order of the arrows or which action you have to do. Very cool keep it up.
Thanks so much!
Ohh that sounds interesting, like the indication sound going left, left, right, left etc.. and then they shoot in that order?
Sounds cool! :P
Very fun parry game and I think you could really make something cool. There are some things that need work but I saw in other comments that you mostly focussed on the main mechanics (100% okay to do so btw). So some feedback on your main mechanic, the parry is nice and I love the intro. I do wish the enemies would spawn and attack faster cus sometimes you mess up and you just stare at the fucker for 10 seconds. The sound feedback is great tho
So with some work I do think this could be real fun!
Thanks so much for the kind and well thought out comment! :D
Ye the wave system was last second thing which might haven't been a good idea. When I playtested, all enemies where out on the field at the same time :P
Deflecting the arrows felt really nice and satisfying, but I wish that the game had more mechanics
Thank you! It will def have more mechanics in the future! :D
This is my first time here, so I did two mechanics as told, I didn't want to overextend early..
Very neat, first and foremost great job!
I got to 158, and I really enjoyed the challenge: as the game goes on, you really need to lock in, parry the incoming shot, turn around and parry the next one, all based on where you heard the original sound.
So, big thumbs up: I think the mechanics work marvelously.
From a graphical standpoint, I appreciated the effects: the outline makes the game more fair, the sword swinging effect is cool, and so are the arrow trails when parrying back.
If I may suggest one thing: I think I never got to run out of stamina! I noticed that you are rewarded with some when you parry correctly, but since the arrows are kinda easy to parry in my experience it was never scarce. I would suggest either making the parry gain less stamina, or making arrows damage your stamina (I noticed it did not in my case by the end of the game)!
In any case, aside from this, I think it is well executed, a fun game with a cool concept that plays really well.
Plus, bonus points for the floating goblin (hope he didn't crash in the mountains
WOW! THANK YOU SO MUCH!
This made my day :P
I'm happy you played so far! I kinda made the difficulty scaling too slow, and I was scared nobody would experience later rounds.. Thanks for the sweet feedback!
I totally agree with you! When I playtested I also thought it was waaay to easy, but I didn't know if it was because I made the game or because it really was "too easy". I let some friends play it and they seemed to have a hard time with the parry, and they were always at 0 stamina basically. Thhat made me a bit scattered and I didn't know how to solve it, since I couldn't satisfy both "groups".
I think I need to rethink the stamina system as you said, also making you lose stamina when hit would be cool! I like your ideas so much!
Thank you again! Have a great day :D
The initial experience was great (besides the tutorial in the menu not working) but the difficult ramped up too slow in my opinion. By the time I got to 20 score there really wasn't anything new but played to 70 to see if anything would appear, but no. It also felt weird how I hadn't died yet and just to confirm I didn't play and sure enough, you can't die. Props for having audio at 50% and not full like most other games.
Thank you! Ye I didn't have time to implement some things, in the menu aswell as an end screen.
Since this round was about two mechanics I kinda focused on that :P
I will def work on the difficulty scaling! Atm you have to play to round 200 to feel a difference, not what I wanted...
Thanks for playing! :D
i loved it man
it felt so good deflecting those arrows
Thanks for the feedback! :
Really enjoy playing this!! The mechanics are great, and super original! Amazing job!! :)
Thank you so much! :D
The mechanic works quite well and definitely fulfils the task.
You might want to take a look at optimisation though.
Thanks for the kind comment!
Yes you're right, there is a lot of optimization to do.
Do you have any advice to what to focus on? :D
I don't use Unity, but I'm sure there must be tutorials on how to optimise it.
pretty well made for a first round of gdko, I could safely say your going to round 2 🫡💪
Thank you for your kind comment! :D
Very fun base mechanic, it felt extremely satisfying throughout the whole experience! I think you nailed the audio and visual cues as others have said, it was all intuitive and made sense. Only minor thing was that the mouse sensitivity didn't seem to change even as I lowered it in the settings, but that should be a quick fix
Thanks for the feedback! Ye I got some problems with some of the buttons and settings just before submitting heh :)
Wow you really pulled through with this! The timing feels great, and I love the use of both audio and visual cues to guide the player to spot the snipers. Also, bravo on the hilarious voice acting!
Thank you so much! Appriciate it! :D
this is pretty well made for the idea that you're going into
both core and secondary fits pretty well
really well executed loved it!
for 5 minutes straight didnt manage to perfect parry and got 0 killsim glad i didnt take samurai as my dream job
Thank you! haha :D
The troll creature in the beginning is 10/10, look at him fly.
He will def have a big part in the incoming rounds :P