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One Strike's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #215 | 4.000 | 4.000 |
Overall | #267 | 4.029 | 4.029 |
Adherence to the Theme | #396 | 4.217 | 4.217 |
Originality | #518 | 3.870 | 3.870 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Solid mechanic and concept, I worked it out quicky (it's still difficult). The game would benefit from a bit of tuning and polish, but solid effort nonetheless. I'd have loved a combo bonus to encourage the player to keep the enemies alive to slash em all in one go.
this might not be intentional but loved how the green ninja's looked somewhat like ninja turtles. The controls were pretty fluid. The strike seemed like it was very intense which was pretty cool. I dunno if there ever any different enemies, since I only made it to wave 2 and died pretty quick. but overall pretty solid jam game
This is great! I think the parry controls could be a bit tighter and more forgiving (or maybe just the attacks better telegraphed) but overall I really enjoy the concept of requiring the player to parry. It might be interesting to break up the parry-attack-parry-attack cycle a bit by also refunding the strike if you kill multiple enemies at once, or by being able to store up attacks when deflecting arrows.
I think with a bit more polish, this could be a really addictive arcade-y game. Nice work! :)
I'm lazy
Love the concept. Very fun and challenging. Reminds me of Sekiro combat.
Please check out my game as well if you have the time :)
https://itch.io/jam/gmtk-2019/rate/462985
Really like this game! Took me some time to realise how it works, but then it's fun!
Nice game! I included it in my GMTK Game Jam 2019 compilation video series, if you’d like to take a look. :)
Thank you for playing my game! Being able to see how people play the game, and the commentary while playing is helpful!
A lovely game, I would suggest two changes, make it so that the game restarts on whatever wave you died on (if there's only two waves it's pretty much a non problem, but if you added more it might be), second I would make it so when you are injured and invincible you can still parry/attack, this allows the player to bootstrap their way back up, as it is you have to wait for it to wear off, and then block the next attack.
That being said very much enjoyed it man!
A game with a nice gameplay loop, parrying and retaliating is rewarding and puts your mind on focus. The ninjas, they are well telegraphed and require knowing their timingin order to defeat, the only fault here is that they can dash from outside of view and net you a hit. The arrows, oh the arrows, how much i hate them, they come out of nowhere at a lighting speed and the timing tends to synchronize with the attack of the other enemies which means you have to dodge instead of parrying and as such loose the tempo of it and now you have to deal with 2 ninjas and the fast arrow that is peaking around the corner, after the game spawns 3 arrows the game becomes impossible.
Theme, the one slash is coupled with the parry creating a nice cycle of parry-attack-parry-attack, not only is the theme implemented but its really solid.
Originality, similar to the one shot kind of game but the necesity to parry and relentlesness of the enemies puts the player into a more aggresive mindset.
Great game to spend some time with, go play another thing and then get hooked back again to play some more. (But seriously fix those arrows.)
There are quite a few things I wanted to change with the arrows after finishing the game actually. I felt like it would be necessary to have some more variety than the one enemy in the game, and because of that I pushed to get them in the game before the end of the jam. The main goal of the arrows is to build on top of the parry mechanic in a way that the melee attacks couldn't (reflection of the arrows). Originally I had planned to have enemies that shoot the arrows which would mean that the player would be more capable of seeing the arrows as they are being released from an enemy. I think if I choose to stick with the idea of arrows being a level hazard, I will add in a ui element such as a red arrow coming from the side of the screen (position from which it will enter), and pointing in the direction it will be traveling. I also don't feel fond of the hitbox for countering arrows. The way the counter attack works is that if the player is hit will blocking, they will parry an attack. With the arrow, if the player isn't directly hit by an arrow, they wont counter. Thank you so much for your feedback, you were very in depth!
Very addicting game, I would say, add the option to change the parry button, Idk why I was hitting Space bar instead of lshift everytime. Some music would've been nice as well.
Thank you so much! Yeah, I originally wanted to have it be a web game, but webgl for unity was crashing while compiling every time. I wasn't quite sure if escape was allowed for unity webgl or not (I haven't made a webgl game before), and I knew right click wasn't. Since I ended up doing a downloadable, right click parries as well. I should have disabled the space bar pausing though. A proper menu system is definitely on my list if I come back to this game. Thank you for your feedback! :)
I liked the over all experience, but i felt like the game was too fast, the attack animation was too quickly and i didn't have time to enjoy the strike. But really nice little game!
Thank you for your feedback. I'm curious though, are you referring to the attack animation of the player or the enemy?
The player character animation, i felt like the dash was too fast. But that's just my opinion
I will be back to play this a lot... A LOT i love the pixel art i would recomend to extend the parring time but great game!
Fun overall, one complaint though is if you're at the upper half of the screen the enemy can jump from beyond the camera with no warning so you can't parry them in time.
I have to respect a game though that celebrates the two most beautiful things in fighting games: the elegance of the parry, and the brutality of the riposte.
Thank you man, I really appreciate the feedback! This is very high praise! On the topic of the issue with enemies striking from the above the screen, I think I would agree. If I fleshed the concept out into a full game, it would likely be using levels focused on sprawling hallways, and enemies wouldn't be able to start attacking until in view. I think there's an interesting discussion to be had on design when it comes to the enemies' ability to behave when outside of the camera.
This game did a great job of capturing the intensity of parries in melee combats. Countering arrows, staring down foes and waiting for them to lunge - before unleashing a strike of your own, all make for an intense melee experience. This is only made better by nice sound design and bloody visuals.
I also really liked the subtle storytelling of defending a doorway, hints at a hidden story about trying to defend someone from assassins. Overall good work :)
I'm actually kind of surprised anyone really picked up on the mini-story I had behind the scenario. The idea i had behind the environment was that you had just walked into a room you shouldn't have (rather than defending a doorway). Thank you for the time you put into reviewing my game. This is much appreciated!
Ah gotcha gotcha, yeah it was a cool detail :