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Arrowmania's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #859 | 3.683 | 3.683 |
Creativity | #900 | 3.805 | 3.805 |
Presentation | #923 | 3.854 | 3.854 |
Enjoyment | #1148 | 3.390 | 3.390 |
Ranked from 41 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?
In the game, the player who shoots the ballista and the arrow switch place, and the arrow gains speed instead of losing speed when colliding.
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
It was really fun!
Pretty good. The controls took some time to understand though.
Who knew that arrow parkour would be so much fun. The scenery is awsome and the game just looks, finished. And the levels also get beter and better. like level 10 is the best one since it tests everything you learned so far and its just a really fun one. I really enjoyed to game
Amazing game. Keep it up♥
I got the first two and the last two levels author medals, the rest are golds, definitely had lot of fun hunting medals considering I like another racing game with author medals time attack as well, and a plus for good level design scenery!
Took me a moment to get the controls, they can be pretty fiddly. Overall though this is a gorgeous looking game and i really like the concept for role-reversing. The camera move to make the grinds really cinematic is cool as hell but sometimes makes it hard to aim. Nice little relaxing piano track too.
Nice work.
Very solid game, very fun. I found myself playing over and over to try and get it to work and to get good at the mechanics
Very good looking game, had quite the good time with it! I found it a little weird that the levels are all unlocked right away.
Oooh pretty. And a sorta of physics puzzle/race game? Cool concept.
Unfortunately, I just couldn't figure out the controls. I could get on the bridge, but I couldn't figure out how to come in at a better angle or do any sort of adjustment once on it, so I always shot off the end at a super hard downward angle and couldn't beat the 2nd level. Not sure what I was doing wrong :(
Still really pretty. Congrats on another game!
You can jump [space] when grinding, but I didn't manage to put a sign for it ingame as I didn't have the time for it. The controlls are on the game's page tho...
D'oh!
I even remember reading that on your description, but I knew [space] was for launching, so I thought that's all it did!
Controls feel a bit akward but the arrow grind looks nice with camera work and all
pretty creative, pretty fun, pretty good. Pretty all around. Arrow grind was super weird though
Visually pleasing and the concept is fun. I didn't understand first that you need to click on the level on the right to select it.
Engaging game, though I found it a bit frustrating for the same reasons others have pointed out - camera and controls. Nice level of polish.
Fun concept you've got here! The grinding mechanic is a really interesting twist and the flight feels enjoyable to control. I could definitely see this becoming a full game with more complex levels and requirements/bonuses to landing bullseyes or trick shots. Also, nice work on the calming music and relaxing vibe overall!
I'm glad you enjoyed it! As a fun fact: I made the music by just improvising on the piano at like 11 PM because I didn't feel like making full orchestra music that late in the night.
Its actually pretty fun, I didn't finish all of the levels though because I ended up raging on some of them. The music is also pretty nice
Very very nice for 48 hours! Game feels polished and complete
Wow! That's one of the best so far! I can see it released as a whole game on the store! Great job!
Might continue to work on it and add more worlds if the game performs well on the jam. Thank you!
Beautiful style and a very fun concept. I felt compelled to finish all 10 levels :)
Only criticisms are that it felt quite hard to control, mostly because the changing camera positions makes it hard to tell where the arrow is going or how fast it is moving. Also some levels it's hard to tell where the next bridge/target is and takes some trial error to find where you're supposed to go.
Would be interested in playing more
Without the camera changes, the game feels way too stiff. I would have added an option to disable it if I had the time.
That's fair, I do like how the camera changes make it feel so cinematic. I just wonder if they can be tweaked to make it easier for the player to understand exactly what's happening when they're pressing the controls.
I adore both the visual style and the music, as they create a very chill atmosphere. Good job!
Redline you DO know that we can tell your game is an assetflip, right?
anyways, this looks good, and feels good, but just make the controls simpler and make the camera always be behind the arrow. Brain tiny. Took me 3 minutes to do the first one.