Play Test Of Strength
One Slot Knight Web's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #665 | 3.964 | 3.964 |
Overall | #750 | 3.582 | 3.582 |
Design | #762 | 3.345 | 3.345 |
Originality | #981 | 3.436 | 3.436 |
Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Art, simple animations and sound effects/music were awesome!
Thanks a ton it means a lot to me :)
This is a fun game for a bit but be careful.
If you pick up a weapon right as you drop it you can enter a glitch where your character moves in the opposite direction of the mouse and is too hard to control. This results in death.
I think the weapon collider is getting stuck in the character collider.
Oh yeah thats the second glitch I'm aware of. Thank you for playing and rating the game when I continue to work on it I'll definitely fix that
Interesting concept. I like the idea of frantically trying to juggle weapons while dodging attacks and trying to hit the right targets. I did die a couple time because I needed to figure which number button to press to pick up the right weapon. That didn't feel good because I felt like I knew the right thing to do but needed this extra step of knowing the right button.
Thanks a ton for playing and the rate. I know I messed up on the controls for the right button but I'll definitely figure out a better way when I continue on with it.
This pixel art and music is cool ! Like the idea too !
It gets hard really quickly and you have to run everywhere to pick up the weapon you need !
Fun time.
Good job :)
Thanks a ton for trying and rating my game :)
So, you took two of my favorite genres, shooters & RPGs and sorta combined them. For that, good job. I'll be critiquing your game to my own personal preferences more than I probably normally would, because it will be difficult to be objective since I have a lot of opinions about shooters and RPGs. Whether that's good or bad, idk. But you've been warned, just know I'm saying everything here out of love for your game.
So art. The art is good. Everything is obvious as to what it is, it does it's job. I don't have much to say beyond it suits the game and it does a good job for what it's supposed to do.
For sound design, it's in a similar boat to the art. It's good, it fits well with the art, it loops, it does what it's supposed to. Good job.
For gameplay, I have a bit more to say. Putting this in bullet point format so it has some semblance of organization.
Overall, I really enjoyed the game. It was fun, but too difficult for me personally. I didn't care for the hard resetting and wish the combat felt a little more polished. But overall, this was a game made in 48 hours. It was fun and you should be proud of what you made in such a short time. I genuinely enjoyed a lot and I plan on recommending it to a few people. great job!
Thanks a ton! ill try to fix the issues and polish the game more in later versions and thanks for sharing it with friends.
Awesome! Nice and simple idea where different items affect different enemies, and nice and clearly displayed too. I just wish picking up items could be done with the same button, picking up the one that's closest to you. It can get a little finicky with 3 buttons for different items.
Thanks a lot :). The pick up buttons are probably my number one comment and i intend to change how it works when i make it full fledged.
The design was really good! I was really impressed with the intuitive tutorial!
I'll be completely honest, I didn't expect much from the looks, but the concept and gameplay was good. It was a fun experience, and I was surprised!
Thanks so much. to be honest as i was looking at the screenshots I was getting kinda worried they made it look too bland.
Concept is great. Holding only one while needing different weapon types for different enemies is a fun challenge.
I found myself absent mindedly trying to hit the space/shift key to increase my movement speed / dash so I'd say that instinct means there's something to look into there.
The tutorial bit is a great touch, the player will never enter content they are unprepared for; a dash would also help make this bit go faster for returning players.
Juicey sounds effects and maybe a screenshake on hitting enemies would go a long way to make the game feel good.
Definitely stuff to play around with, can only see it getting better if you choose to continue work on the project!
Thanks a ton surprisingly almost all of what you said was intended at the start but i didn't have time to implement. I do intend to continue on with the game hoping to make it full sized especially if it ends up in the video.
well done, very good game!
https://itch.io/jam/gmtk-2019/rate/462032
Thanks a ton :)
I liked the concept! Really makes you think and create a strategy. I think it is maybe too cluttered, though. Most times I didn't have enough time to think, and was already cornered.
Missed some extra SFX, but overall great job and take on theme!
Thanks a ton for playing. I agree that it's a hard to think through the clutter especially in the later stages but I was trying to make it a bit soul's like. Don't feel discouraged though the only person to get to the last stage so far was my brother after like an more than a hour.
That's fun dude! I really enjoy that mechanic. I just wish I did't have to replay the tutorial every time.
Thanks a ton I realized that I had ended up making a tutorial that replays on itself and wanted to change it but I couldn't in time if and when I make a full game therell be a proper one.
Wow! This is super fun and unique. I love the single inventory slot mechanic. Good music and art too. I'm curious why you use different buttons to pick up different items rather than having universal pickup and universal drop. I love the moments in the game where I'm thinking "where did I leave that weapon?"
Thanks so much for playing and reviewing! I get the different buttons question a lot and if and when I make a full game I'll definitely change it but I made it like that so when the items clump up the game doesn't glitch out.
Great art style! Encountered a game breaking bug, but other than that I had fun with it. Good job :)
Yeah didnt have time to fix it lol thanks a ton for playing and rating :).
You should really read the instructions! Tried without and was confused haha. Really nice and fun game! And kinda hard. like it!
Yeah sorry about that couldn't make a tutorial in time. Keep trying because theres also a special ending :).
That wasnt negative to you! Just to new players and myself, haha. After reading the instructions it was easy to understand ;)
Really solid and concise execution. The art has a lot of character, though the pixel font is just a little hard to read on pixel art. I'd love to see what other items might be added if you continue working on this game!
Thanks that really means a lot to me I plan to continue it if it's put in marks video I have a bunch of ideas for if it becomes a full game
Solid and fluid gameplay. Wish the sword had a slash or something, and maybe a few more incentives to switch items. Despite that, though, I found myself switching items all the time :) Good work!
Thanks a ton :) I tried to make sure that you had to use all of them but it was hard when balancing.
Love the idea, love the use of the 'only one' theme, a couple glitches but overall nothing too serious or unexpectedd for a game jam. Solid entry. Best I've seen so far.
Thanks a fair bit of the time spent went into debugging glitches but it just wasn't enough we ended up sending it in with some minor ones
This game could definitely become into a full fledged game, because of it's unique but fun game play. Great concept and use of theme.
Thanks a lot! :D
This games music is very good and so is the art, really gives the game a nice vibe, however, I feel that some things could be improved, for example i think that the sword feels kinda redundant because when you can only hold one weapon at a time you would naturally go for the one that can defeat most types of enemies and so the sword gets left behind, I also felt that the game area was a bit too small for the amount of enemies that spawn especially when you have to pick up different weapons off the ground. I do, however think this concept could work in a full fledged game.
Thanks! I struggled with making sure that all the items were necessary and do intend to work on balancing when i make a full fledged one. my current idea is to add a shield that needs sword to break it too.
The games art is great, but it's weird having to use different buttons to equip different items. It would be a lot easier if it was one button to equip like E instead of 1 2 3. But still fun, I know this is a game jam game but I would still try to avoid making the tutorial a bunch of text.
Thanks for the compliment I'll definitely change the controls in the future to be more comfortable. The reason they were separate is we thought if the items were clumped up it would be hard to choose which to pick thanks for playing the game and leaving feedback :).