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A jam submission

Dead WeightView game page

Escape your house while dragging a massive sword backward. Just be careful about what lurks in the shadows behind you.
Submitted by Zach Hoskins (@sn1ks0h) — 44 minutes, 6 seconds before the deadline
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Dead Weight's itch.io page

Results

CriteriaRankScore*Raw Score
How well implemented was the core mechanic?#393.7623.762
Overall#773.2863.286
Did the secondary mechanic complement the core mechanic well?#773.2383.238
Would you like to see this game idea developed further?#883.2383.238
Was there a sense of progression?#962.7622.762
Did the game align well with the task?#983.4293.429

Ranked from 21 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
FLOAT

Which game engine did you use?
Godot

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

Submitted

 i like the game , the game screen could be a little bigger , sometimes my mouse quit the game window which prevent me from  moving properly . Besides that it's a cool game prototype with potential ; with some more mechanics focused on  dungeon exploration it could become a great game .

Submitted

When playing this, I liked to imagine that all the enemy deaths were the result of the protagonist accidently bumping into them and he was like "oops! ... sorry... ... oops!... not again.... oops!" 

Great job :)

Submitted

The two mechanics worked very well together. Got a little too excited and lost my mouse and died on the third floor. Good game!

Submitted

Honestly felt a bit too easy. The level design may be to blame for that but the reach and field of vision was very generous in giving a warning when to start spinning which also didn't have any negative effect on the player, so spin away to your hearts contents.

Developer

Thank you for your feedback. I could probably make the sword slightly smaller.

I was also hoping to add more enemies that would be harder to kill or move faster.

Thanks for playing!

Submitted

Fun and unique mechanic. Would be cool to focus on the swing so that the enemy are only killable when the player swing the sword

Developer

That’s a good idea. That would fix the issue with being able to just stand there and have the enemy walk right into the sword to kill them.

Thanks for the suggestion!

Submitted

It would be nice not to kill me right away haha, I would like the player to move a bit faster or be able to run for example. But the mechanics are interesting.

Developer

I thought about adding a mechanic to drop the sword so you can run, but ran out of time for that.

Submitted

Very nice job! :D

Developer

Thank you!

Submitted

I haven't seen this kind of a mechanic before. Swing attack is a good concept and love that the player lack the vision. But while playing it I felt that it could be a bit more dynamic, because for me it felt a bit too slow. Otherwise, great job!

Developer(+1)

Did the player movement speed or the rotation speed of the sword feel too slow?

I was trying to balance making the weapon feel very heavy and hard to move but also not making it too slow that it took away from the player experience. It could probably still use some tweaking.

Submitted

I felt that it should not that heavy, or maybe that when you swing there is some kind of particle or something that gives the swing feeling. Or a sound effect?

Submitted

Love the dynamic between attacking and movement! It makes for so much tense gameplay every single time you walk into a new room. It's also so fun to wildly swing your mouse around to defend yourself! Great game, but I wish there was more.

Submitted

Really interesting twist on top down combat! These mechanics definitely add a lot of tension when navigating the space. Killing the enemies is satisfying with the blood splatter effect. 

Really interesting concept, and I'm super interested to see what you add to this to take it forward!

Great work!

Submitted

I managed to escape the house. I like the unique mechanics and they work really well together. The music and deep breathing captures the unsettling atmosphere perfectly

Developer(+1)

Thanks so much for playing!

An unsettling atmosphere is exactly what I was going for, so I’m glad to hear that translated well.

Submitted

Interesting mechanics that you showcased well. I can definitely see some potential for a horror game here. I'm really interested to see where you take this game next!

Developer

I definitely looked to a few top-down horror games when making this one. Thank you for playing!

Submitted

I thought I was playing as a mouse for some reason :') But really interesting way to implement a view of field, could also work as first person game if you wanted to make it truly a horrifying experience.

Developer(+1)

That’s a good thought.

I think for this game though, the mechanic might get lost in a first-person perspective since you’d be completely blind to where you’re moving. With it being top-down you can at least still see the layout of the room since the walls are not culled. However, it would be much more immersive and I like the idea of using spatial sounds to tell the player where the enemies are located. So maybe it would work.

Anyway, thanks for playing!

Submitted

Very unique gameplay! 

Zombies don't have a chance!) 

Maybe it would be better if we couldn't hurt poor zombies through the walls - sometimes I kill them before knowing they were there )

But it would be interesting if you continued your work on this demo. Good job!

Developer

I agree, I should have at least made the walls thick enough that you wouldn’t accidentally kill an enemy.

I would have liked it if the enemy path-finding worked better, but I just ran out of time.

Thanks for playing!