Yeah, wow! No wonder this has the most rating between the games! :) My favourite art style in games are pixel/voxel (even though I am unable to create them nicely), and this one has just a high quality!! Lot of polish and expertise went into this one. At first it took me a while to get used to the controls, I could barely pass the first bridge :D I may check out other games that you/your team created! Well done ! :)
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MayaM's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Itch Page | #1 | 4.310 | 4.310 |
2D Art | #2 | 4.517 | 4.517 |
Art Direction | #2 | 4.345 | 4.345 |
Original Audio | #3 | 3.655 | 3.655 |
Use of Audio | #4 | 3.759 | 3.759 |
Overall | #5 | 3.862 | 3.862 |
User Interface | #5 | 3.586 | 3.586 |
Commercial Viability | #7 | 3.655 | 3.655 |
Techincal Accomplishment | #8 | 3.414 | 3.414 |
Fun | #11 | 3.552 | 3.552 |
Game Design | #12 | 3.483 | 3.483 |
Use of Theme | #18 | 3.483 | 3.483 |
Level Design | #19 | 3.276 | 3.276 |
3D Art | #37 | 1.379 | 1.379 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Number in team
7
Does your game include art/sound packs or pre-prepared code?
If yes, please provide the source of the packs used
OST: https://www.youtube.com/watch?v=Btq3FQSEMNA
Plugins:
- https://assetstore.unity.com/packages/tools/visual-scripting/nodecanvas-14914
- https://assetstore.unity.com/packages/tools/animation/dotween-hotween-v2-27676
SFX: Zapsplat
Please provide a link to a 30 seconds gameplay video of your game
https://youtu.be/mIq7gApTAZc
Comments
very polished game, lots of polish was given to the level design and gameplay which made the game interesting. keep up the good work!
Fun game. Def one of my favorites so far.
One noteworthy bug: my dude consistently gets stuck under the enemies.
A really solid submission!
The voice acting really caught me off guard, first with the title of the game, and then again when opening the options. I half expected the announcer to also shout "Back!" when returning to the main menu. I haven't even started the game and i was already pretty impressed.
The gameplay was a bit hard to learn at first, but the general idea and execution were amazing. At first i wasn't sure what exacly causes the sword to grow, after a few losses caused by bumping into enemies i realized that ist acts as a sort of reverse health bar. That's such a cool and unique idea.
I beat it maybe after around 5 tries, and had a really good time with it. The voice acted boss was another welcome surprise, although the fight was rather easy.
I really love the artstyle of the menu, complete with animations and all. You sure made the final boss look cute on the bigger art. Using that artstyle throughout the whole game would make it look amazing.
There were no major problems on the techincal side, maybe just a little bit of getting stuck on the bridges, but that's literally the only thing i can think of in terms of flaws.
Overall, amazing work.
Managed to complete it! took me forever to figure out why the sword was getting bigger at such a large rate, took me 4 attempts to get past the first island as my sword would max out before I'd even killed the first guy!
Love the art and the voice acting, controls though a bit funky were fun once I got used to them :)
Oh super polished with so much commercial viability. The art direction is very good. Great feedbacks. Good use of sounds. Liked the concept and game design more that anything else to be honest.
But I think sometimes things weren't reacting and working as one may except. The fighting was weird and was the fun killer for me (although it did not accomplished much cause I had so much fun anyways!), specially when you get too closed to an enemy it bugs out a little .
As I said at first though, I think it can be a full game someday, and a good one!
Cute, fun game with definite potential to be taken further.
I was... not extremely good at this game and generally ended up dead before the second or third island, but I can definitely see what you were going for from as far as I've got.
Controls are pretty unwieldy but I'm guess that 's an intentional choice, along the lines of Getting Over it or QWOP.
Visuals are adorable and some of the little details are nice. The grass getting chopped, the little yells on impact.
It's a fun ride and glad I played it.
Eventually I might even get past the start.
This was really well made and fantastic idea. I loved the game a lot and it had so much going for it, the sound and art were amazing and the gameplay felt really fun. It was hard to control, but I think that is the point. I did have one issue, the sword would sometimes not touch anything and grow heaps, I think it was connecting with something either out of frame or as it happened mostly after it shrank, maybe it didn't realise it was smaller, but it only happened a few times so honestly it wasn't an issue. I really loved this one amazing job.
Hey there, thank you for your feedback! Yes, we wanted to give the feeling that the sword was big and difficult to handle. As per the growing factor, it is an intended feature to somehow give the player a soft death timer: every 3 seconds you get a fragment no matter what you do, as soon as you destroy the stone statue at the beginning of the game
Excellent submission! Best one I've seen so far. I studied a lot of Mesoamerican culture and I gotta say the Mayan depiction is awesome, you guys even threw in a macuahuitl in there! The pixel art and animations are fantastic! Adorable character designs. Very beautiful splash screen, menus, and UI. The controls are innovative and difficult but the difficulty is what makes it fun and challenging. Gameplay was smooth and simple to learn but hard to master. The boss fight was a nice touch too.The voice acting was also a nice surprising touch. The music fit the Mayan style and the audible actions were satisfying.
Excellent game! Exceeded my expectations for any project made in a weeks time. Has a lot of potential for a full game.
Great concept, and awesome art, but the game is FAR too hard to be fun. I couldn't get past the second bridge. Well worth patching the game to be MUCH easier so that other people can play a bigger chunk of your game and get to enjoy the hard work you put into the art and all the other parts of the game I can't progress to. Thanks for sharing.
Hey man, thank you for your time! We hear you, and in fact my wife had the same struggle you had with the controls. Apparently for someone they are easy and for someone else they’re not. Maybe we’ll add an option to choose which movement system to use, since we implemented more than one version of it in the earlier iterations. But, if you wanna give it another shot, think of riding a bicycle: the tip of the sword is the handle and decides the direction! Cheers!
Awesome concept! The way controls are really interesting, took me a while to grasp it, I've never played a game like this one. Also, the art style is really cool and fits in with the game flow really well! The only thing I would add is a little tutorial at the beginning of the game with only 1 enemy. But really well done I loved it! >:D
Hey mate, thank you for playing our game and for your feedback! As you might have seen, we are getting a lot of discordant feelings on the controls, and to be completely honest we had some doubts ourselves in the earlier iterations, but I’m glad you enjoyed the “final” (at least for now) decision! Ad per the tutorial, there’s one at the beginning of the game (only at the very first time), but you’re right, we didn’t include an enemy… We’ll think about it!
Lovely art and great use of audio. Top rating for that. Movement was a bit hard which made it too difficult to play, spent most of the game running from the sword bits chasing me. Maybe instead of A and D to move we follow the mouse? Great use of UI and when I found out I could change the volume? 10/10!
Such a unique control scheme, as is the idea of the game being over when your health bar (sort of the sword in this game) is full rather than empty! I found it a little difficult to move sometimes with the sword hitting the scenery, but thought the visual presentation and overall design was just fabulous. Great work!
Nice idea and so much fun to play.
If I could rotate the sword using mouse would be great.
I really love the game. The music and the voice overs made it more exciting to play. The controls are a bit hard to use at first but when I started to get used to it then it's showtime! I would love to see more levels and more bosses :D Would also like to have some more power-ups probably or some "curses" since it is probably inspired by some sort of a tribal people that uses voodoo and stuff. But overall, great job guys! I love it :D
This was such a wonderful game! I could tell that a lot of heart and love had been put into the visuals for this game, because it really does show. It took me a while to get used to the controls, and the physics of the sword bumping into things, but I managed to fight my way through the whole game and enjoyed myself doing it. I noticed that there was a voiced line in the beginning of the game that I think might've been from the sword (the "talking sword?" voiceclip), and I found myself surprised the sword didn't say more. The little text pop-ups of the sword complaining was cute either way, though, and a nice touch.
Great work!
Beautiful! This is a stunning entry. Your team have smashed this out of the park again. I loved your last entry too. Love cool how focused your team is. The core idea is fun and works well and you have just polished that idea until it shines. Really impressive work! Congratulations :-)
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