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A jam submission

Twirl And ChainView game page

A Knight chained to a Wizard tries to go through a dungeon.
Submitted by Andy Clausel (@AndyClausel) — 49 minutes, 53 seconds before the deadline
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Twirl And Chain's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#32022.3333.500
Originality#34912.5003.750
Overall#35662.3333.500
Presentation#38532.1673.250

Ranked from 8 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 Wizard fallow the mouse, and a Knight is here to make domage but he's chained to the wizard.

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

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

Submitted

Really fun game! All of my end level platforms were glitched so I'd just get to the blue square and press space. I found that the knight was just a bit too out of control, but it was still a blast to maneuver him around to slash enemies and dodge obstacles. Well done!

Submitted

This is a really cool idea! I wish i had more control over the knight tho. Cool game with cool art and music. Well made!

Submitted

The little Knight wildly swinging his sword is soo cute! The levels were well made and getting the knight and wizard to stay neatly in the next level box was entertaining.

Submitted

I loved that moment when I discovered you could quickly drag the wizard to give the knight a more direct and controlled path. There's really cool ideas here and overall pretty fun, just wish it didn't feel random when you get to hit enemies and finish levels

coo

Submitted

Ahh, this was a really cool idea! I really loved wildly swinging the knight around my mouse.

I feel like the game was trying to go in two directions at once that were a bit at odds with each other, with one a focus on precision with careful movement and the other on causing chaos. The movement of the knight was really erratic, which often meant that I was waiting until the knight happened to swing into the right position. I'd love to see a game that hones in on one of these two aspects-- maybe the knight could act more like a wrecking ball that you slam into enemies?

I think you did a good job with having the levels build progressively off one another too, which helped build the challenge up.