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Twirl And Chain's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #3202 | 2.333 | 3.500 |
Originality | #3491 | 2.500 | 3.750 |
Overall | #3566 | 2.333 | 3.500 |
Presentation | #3853 | 2.167 | 3.250 |
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
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!
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!
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.
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
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.