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Bladebound's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1342 | 3.149 | 3.149 |
Presentation | #1392 | 3.340 | 3.340 |
Overall | #1666 | 3.149 | 3.149 |
Originality | #2478 | 2.957 | 2.957 |
Ranked from 47 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 player is connected to their sword. If they want to swing it they have to hold it, otherwise they must throw it away to be more agile.
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
Great game, there's a lot of room to growth!! Keep up the good work.
its a good game but there are a lot of bugs and changes that should be made like the restart or the fact that you can't really notice that you are more agile without the sword. Needs a little bit more polish. Good game tho
Nice work! I like the pixel particles and SFX, and I had fun completing the levels available. I like the linking of the sword and movement mechanics, and can see how that could be developed even further into a very engaging game.
Well after few tries and thinking I got hard locked and then thinking there were only two levels, I won...
Loved the art style. Very nice minimalistic pixel art and the feedback to everything was spot on! And something that can't be said from all the games made on jams (solo especially), the colour palette was very pleasant to look at. The sound effects also did their work and didn't even get annoyingly repetitive (as these simple bleeps and bloops often do) even though I think there was no real variety. Of course adding music would have brought it to another level!
There were quite a few some weird physics issues like depicted below. Also the throw direction was not too accurate and the bounces were sometimes weird and unrealistic. The blade also didn't hurt enemies always.
Other than those weirdnesses, the controls were tight and nicely responsive. I took me ages to realize that the character is more mobile without the sword and tried to bank shot my way through the second level for quite some time. Adding such information to the game itself (when needed too) along with giving the controls there too would have been the icing on the cake.
The sword swing was pointless too. The throwing mechanic completely overshadowed it by being as powerful, having more range and being way less risky too.
The final level was a bit punishing by not giving any time to think and having to plan your strategy by failing few times. And the fact that the dying completely halted the progress didn't help here either. But still really would have wanted to see more content. I guess that is a good sign though... 🤷♀️
Anyways, good job! 👍
Wow! Thank you for taking the time to review my game! Your compliments and feedback really mean a lot to me. I'm happy when people are critical in feedback because it gives me precise direction for improvement.
Thanks for playing!
The throw feels so goood! I beat the enemies and kept spamming the throw
well done
I read about the bug on the game page, but then I see the third level: I died just too fast!
Ignoring this little bug, the game is wonderful, and the gameplay is really smooth. Great job!
Great concept, but sadly my low-end PC cannot handle it. It’s a Unity Browser Game, so there is lag, so I think some frames are been skipped. These frames probably also handle the input holding so my jump is not high enough to pass through level 2 (even without the blade).
I liked the enemy design. I agree with what “rowan pippin” said:
It probably feels natural because there are no spikes on top and there aren’t hazards with the same color as them before they show up. The latter would make the player think “so black with red dots is bad” and they would not touch it.
Also, thanks for reviewing my game Tooongue.
Sorry for the issues regarding stability in the HTML build, and I do agree the enemy design is not quite serving its purpose. I will make sure to put more thought into these things for the future.
Thanks for playing!
I take back what I said about your game being slow in my machine. I’ve tried other 3 HTML games, 2 of them crashed the page before it even finished loading. Your game has the better performance among other browser games of this Jam.
It’s just my toaster having to deal with Windows and Chrome at the same time.
Cool game, and I like the art style. The progression bug is annoying because it's quite a hard game. Also, I think that the standard attack needs a buff
Nice pixels! Throwing your sword is good and satisfying. Got caught in limbo after I died and couldn't progress.
Nice, you got yourself a cool little concept, with aesthetics an mechanics to start creating more levels! Be proud of what to did and strive for more.
I love the chunky pixel art, platforming is solid, and the sword shooting is fun. Very nice.
I enjoyed the fast pace action - a few times, it wouldn't do anything after I cleared the levle.
I’m glad you enjoyed it! There is a major bug where dying disables level loading, so try beating the game without dying! :)
This is very polished! I really liked the sounds and animations, they felt so fluid. And the game has so much potential. Congrats on finishing on time as a solo dev!
Thank you very much! Glad you liked it!
This game has the potential to be a good game since the animation and sound are nicely polished. More content would be great!
The colors choice here is excellent. Neat idea, would love to see more content!
Fun game feels great. Don't understand how it goes with the theme. But great game fun to play and feels great.
This game looks and feels great. I wish you were able to add more levels, I think you have something good here.
The controls are kind of a pain, especially being in browser - I kept accidentally clicking outside of the game window, which then would cause Space to make my browser scroll, or right click to open a dropdown menu instead. Still, the mechanics are satisfying and the puzzle-aspect of order-of-actions is challenging while still being fun. The sounds and visuals are fitting for the gameplay style. I wasn't able to get past the first level yet, but I'm definitely going to give this another go later. I wish landing on top of an enemy also killed them, because that feels natural? I accidentally died when jumping off a cliff to come attack an enemy and landed on top of it instead, resetting the level, which was frustrating.
Thanks for playing; I appreciate the feedback! Sorry the controls were tough to work around in the browser, and the enemy design did not sufficiently portray its function. I will definitely keep that in mind for the future!
The weapon throwing feels really good, and it's so satisfying to catch it after it bounces off of an enemy. It's kind of a pity that the regular attack isn't very good, because I really like the animation of it
Wow, what a fun game! Too bad it doesn't have any cover image, because this is awesome! Yes, there are bugs, but if you can fix those this will be a really cool game! The concept is great, the theme is good, and the art is super! Throwing the sword is so cool, if you can make it so that it can collide with multiple enemies, that would make it so much fun!
Awesome! Glad you liked it! Certainly considering finishing and ironing out this project because I had a lot of fun making it!