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Man Across River's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1679 | 3.297 | 3.297 |
Fun | #1815 | 2.919 | 2.919 |
Overall | #2096 | 2.982 | 2.982 |
Presentation | #2630 | 2.730 | 2.730 |
Ranked from 37 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?
Picked up swords are joined together and are one with your player
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
I thought the concept of cobbling together a ridiculous weapon that makes it more trouble than it's worth just to move around all in order to slay some guy laughing at you was hilarious. The level design was cool but I agree the glitches made it a little bit frustrating. Still I had fun!
Definitely an interesting concept here of having to extend your weapon level by level till it's long enough to slay the "Man Across River". It felt like a puzzle game at times, though I think I was fighting a little too much with glitching through walls for it to ever feel like "Aha! I found the solution"
I also think some more direction would be nice, as the first time I went back to the river, I didn't realize that the same section on the right would lead me elsewhere.
Nice entry
Nice game, i agree with the comment that it's like Deepest Sword but top-down. Puzzles are easy enough to finish quickly so players don't get stuck for too long and get frustrated. I wish there were some music/sound though, as the sound of finally killing the man across (the) river would be satisfying >:D
I like the art but had a few issues with the character glitching in walls (because of the long sword).
I liked the mechanic of squeezing through tight spaces with an increasingly ridiculously long sword. I think you pulled it off nicely its not too hard that its frustrating
Very cute game! The different swords were very cool. Some sound effects would've definitely added a lot to the game, other than that a fun short experience.
I was expecting to be able to break down bigger trees as the sword got better lol. Fun game, even if you should have but the garry's mod physics noises in. That last sword was incredible
Definitely funny game, super jank but I guess that's the point lol
I really love the concept of connecting these swords, but a bit guidance as to where I should go next would make the game significantly more clear and enjoyable. However, this game has a lot of potential for puzzle solving, so please continue developing it!
A simple game. More time should have been spent on the collision with the sword. The glitchiness of the collision held the game back substantially
We had a way harder option in the beginning: When the sword(s) touch anything, then the rotation in the direction of the collision was disabled. But it was no fun at all and very frustating to get stuck :PP.
At the end we decided to revert back to the janky movement and made it impossible to fly out of bounds (you may jump around a little bit but at the end you always land in a playable place :D). Nonetheless it can get crazy at times, you are completly right! :DD
Thanks for the feedback!! :D
Funny and Cute puzzle game for 48 hours!!! My only complaint would be that the physics feels a little janky at times. Great work!
Really nice game! Was a bit confused at first on where to progress next, but turns out you just need to go back.
Love the design! You could've made one sword and called it a day, but you went over and made a duck as well! Good work!
Very enjoyable and great art design. There is a bit of an issue with the tilemap glitching out. This is a common issue in stuff like unity, there is a tickbox you have to picke to fix it but can't remember where. I would have loved some sounds but understand that may not be feesible with the time constraints. Good job though, definitely a puzzle game I'd be interested in seeing more of!
:) Very cool! I like the concept, and it fits the theme well!
Hooray, Godot, Aseprite, and ducklings! Me too!
It's a fun speedrunnable game. I also discovered a tactic that you could glitch through, haha. Overall, good game! :D
Funny premise and use of the theme. Even with the sometimes janky nature of wedging through tight corridors, it felt surmountable. You just.. gotta... get... That.... Angle! I enjoyed the time!
7:39!! Woo!
Cool art and funny and creative take on the theme! The last addition to the weapon was my favorite ;P
Great work!
The art is pretty, but it's sometimes hard to tell where the slime can go and can't go. Some contrast between the pathways and the blocks I think would be super helpful! Overall, nice game!
Really well communicated goal, maybe work a bit on the game feels. Specifically the hitboxes for the weapons are a bit janky, and the way you rotate seems a bit slow imo, compared to using like look_at()
Thanks for the feedback! :D
We actually did use `look_at()` at the beginning, but switched to linear interpolated rotation at the end to make the sword(s) feel heavier and reduce "janky"ness for the puzzles :DD