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Weapon Possessed's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #245 | 3.776 | 3.776 |
Originality | #287 | 3.983 | 3.983 |
Overall | #361 | 3.741 | 3.741 |
Presentation | #1060 | 3.534 | 3.534 |
Ranked from 58 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Typically the player has control over their weapon to fight the baddies, but this game explores the idea of the weapon becoming an enemy outside of the player's control.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
This is a really good concept, I like having to kite enemies into the sword instead of aim at them, it adds an interesting dynamic. I wish the sword attack was a bit faster sometimes, and there seems to be an issue with death...
Thanks for playing and for the feedback! Yeah, I would like to play with both enemy speed and the sword attack speed if I end up moving further with the game.
This is a really great concept!! having to lure the enemies into the trajectory of the blade felt really fun to play! The Levels are all designed well, as they accommodate the gameplay nicely, but i did find a soft lock where I was surrounded, I wasn't taking damage and my sword was deactivated so I couldn't do anything.
Other than that the game looks and feels great!! Well done :D
Yes, that soft lock is first on my list to fix if I pick this game back up again - thanks for the feedback and thanks for playing!
Cool concept! Staying alive in that last area was pretty fun :)
It felt like actually lining up the sword launch and the enemies was kind of pointless (I feel like that would be the first thing people try since it's not immediately clear that the rotating sword also damaged the enemies). The optimal strategy seemed like it was to group up all the enemies into a big clump, and then fire the sword ahead of them so that when it starts rotating afterwards it hits them all multiple times. I also grouped them up at the start of each level before I activated the sword because it damaged all of them when it got activated.
There were some issues with the sword not launching properly because it was slightly inside of the outer wall after rotating to face the player.
Yes, people seem to like the last area a lot- if I keep working on this game I will definitely explore that bit a little more. I appreciate your feedback!
A really neat and original spin on bullet hell games. I would love to see this developed further. Some cool story potential with the relationship between player and sword too. Awesome work!
Thank you! If I keep working on it I will let you know!
Its a great concept man. I hope u are thinking about expanding this later.
Thanks! I will definitely consider expanding at some point - I'm all ears if you have any ideas on where to take it
Like how you interpreted the theme for this. Good concept and fun game. Good effort!
Yeah, I think the theme was deceptively tricky - it goes against some important game design principles so you have to be careful about how you implement your mechanics
Thanks for playing :)
I loved it! Love the concept. The character's Naruto run is pretty funny too xD
Thanks for playing!
This is such a cool submission, loved the way you took the theme and did something really interesting with it. The scared running player is hilarious great work!! :D
Thank you! I wanted a little comic relief to go with the scary murder sword, glad you enjoyed it :D
This is really cool! Being chased by a murderous flying sword and using to kill enemies is a great concept. I think it could be a bit better, might be more tense if the sword is faster and persistent the whole time after activating it rather than needing another prompt after 3 stabs. Maybe an enemy that can disable the sword if not maneuvered correctly.
The secret room was pretty great ;)
I'm guessing it was supposed to kill me tho :P
Hey, thanks for the feedback! I chose to have the sword deactivate in order to force the player to change their pace a bit during battles - from running around kiting the enemies to luring them away so you can safely activate the sword again. If you plan it right you can use the activation phase to your advantage too!
Oh and I definitely wanted to flesh out the enemy types but wasn't able to get to that in time. Nice idea on the sword disabling enemy, maybe I will add that :)
My sword is my worst enemy... :-) I loved kiting around the enemies into the swords path, while trying to dodge it myself.
Glad you enjoyed it :)
nice sound effects and a fun gameplay.
thanks for playing!
Having the sword sweep through multiple slimes felt so satisfying! I've really enjoyed the mechanic in this game, and I appreciate the funny run the player makes. Great job all around!
Yessss that was the goal :) nice job setting that up!
Fitting theme. Love the style. Appreciated the narrative. I found the game a bit slow at times though.
I think that there was room to grow within the mechanic.
Nice job :)
Yes, I would have liked to explore the mechanic a bit more and tweak the numbers to make the game play a bit faster, especially when there are only a couple enemies left in the room. Any ideas? (Thanks for playing!)
For me personally, it was more the speed of the game. I think if the sword had killed enemies one shot, went through them, but was harder for you to dodge it might have been more interesting. Kind of, you gotta dodge the enemies but the real challenge is dodging your out-of-control sword lol. Obviously would need testing though and 2 days isn't long to try all those kinds of possiblities :)
I would have also liked to see the sword being more out of control. As in, instead it doing the turn and shoot thing everytime, you never quite knew what it would do. But always knew it would come towards you.
Anyway, obviously the idea was cool if it has so many dimensions to scale on :)
I really like your interpretation of the theme, nice game!
thank you! I think the theme was deceptively tricky and I look forward to seeing what everyone else came up with :)
This was so much fun!!! I loved the progressing difficulty, and how easy it was to navigate around the rooms and the sword! The amount of enemies makes your choices really count, making the times where the sword started powering up in the middle of waves of them all the more satisfying. You should be super proud of this game, it's definitely one of my favorites! Simple, well executed fun!
thanks for playing!! It's was a blast to build too :)
thats awesome!! thank you for making something so flipping fun.
Loved it! The art is pleasant and the sword activation sound is very satisfying.
I always add sound near the end of the building process and regret not adding it sooner, it really completes the game feel. Glad you liked it and thanks for playing!
Great game! I loved pretty much everything about it. If I was being picky, I would say that the text above the sword that says 'space to activate' or whatever should always be straight up, instead of at the angle of the sword. If you are using Unity, you can override the parent's rotation in LateUpdate()
That was on the list to fix but I didn't get to it in time. I used Godot but thanks for the tip - and thanks for playing!
:) I enjoyed it very much
Nice game - I had good fun with it. Adding another mechanic would have been a nice-to-have but of course I understand there are time constraints and adding mechanics can be time consuming :)
Overall a good concept with plenty of ways to expand on the core gameplay loop! Well done
thanks for playing! Yes, I had a couple "nice to have" mechanics on my list that I cut in favor of big fixing and polish :)
Fun concept and very nice art style! :)
thanks for playing!
Fun idea! :) One thing though it looks like the music only plays from one headphone, it might be something to fix after voting ends.
Somehow I didn't notice this while I was building it - thanks for letting me know and thank you for playing!