Nice idea and a lot of fun! If you're going to update it: the falling rocks for the eye boss could be a little more obvious, and I ran into a bug where sometimes when resetting, it wouldn't properly reset my health bar (or properly reset the number of hits the boss had taken).
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Aquila's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #156 | 4.005 | 4.005 |
Presentation | #235 | 4.178 | 4.178 |
Originality | #255 | 4.027 | 4.027 |
Fun | #261 | 3.808 | 3.808 |
Ranked from 73 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?
The bow Aquila uses is joined to the arrow it shoots.
Did your team create the vast majority of the art during the 48 hours?
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?
We used pre-existing audio
Comments
I really loved the dual purpose design of the bow and arrow, very inventive way of joining two game mechanics together!! Found the traversal and swinging and combat all very fun - would have been nice to have a few more juicy sound effects or hitflash or screenshake when doing things like hitting walls with the bow, but I really liked this! I enjoyed the open-ended feeling design of this. Great work :D
This is really cool! A nice mechanic, explored pretty well.
I could totally see this becoming a pretty unique metroidvania, with new abilities with the bow opening new paths!
I think the combat and platforming felt a little floaty, which is a shame given how cool the slow-mo when you aim a shot is. But, it didn't feel too bad, and the swinging on the rope felt great.
Great job, keep going with it!
Really impressed by the whole package - feels like a complete game with a realized mechanic. The grapple swing physics feel great.
One critique/suggestion is that the tutorialization/controls are best learned with a bit of experimentation to get the feel of the game. Could be more streamlined with early targets/environmental hints to shoot at similar to the first R-click tutorial throughout the early sections of the game (for example could help at the first cliff jump be less vague).
Game was stylistically amazing and easy to understand. I loved the attention to detail, especially in the grapple physics. I never found myself getting confused by the control scheme and it was an allaround fun time.
Only criticism I have is the propensity to accidentally yeet the bow off the screen, only to be murdered by a skeleton as soon as you attempts to retrieve it. If the bow bonced off the edge of the screen transitions instead of going to the next screen, that wouldn't be a problem.
Great game, would love to see more.
In the beginning, I thought "what the hell, why did I lose my bow? what an annoying bug ?!" But then....! This is awesome! Played it for a while. It was fun)
I mean this, this is the best entry I've played so far. The visuals, polish, the very satisfying physics, its perfect. And of course, cute dog :D
Very original! I liked the platforming possibilities opened up by grabbing onto the bow after shooting.
Nice game i really like the mechanic,and i like that you stop the player when aiming at mid air
Incredible! Super smart concept, great execution and very complete game. Great job!
That game was so so good in so so many ways. I loved the graphics, but my favorite part of the game was the feeling of grappling and shooting, and the little details to add to that like particles, camera shaking, and zooming in during bullet-time. There was also a sense of resource management because you have to shoot an enemy close to you so you can pick up the bow and shoot an enemy that was farther away by the time he gets to you. Also, the menu screen showed me right away that I have to use the mouse and that the core mechanics are centered on physics and the bow without having to tell me anything about that.
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