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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
The atmosphere is wonderful ! However the controls are very difficult to master. Congrats for buliding 10 levels that's a lot !
A 3D game with good art, execution and polish? that's very impressive for a Game Jam, and that's before even talking about the idea, which was very unique and fitting
Gameplay wise it's a steep learning curve, the game starts off being very frustrating mechanically, but once you get the controls down, it's becomes really fun, so fun in fact that finishing levels becomes pretty rewarding.
I think the bridges mechanic was a great idea, but because it's first and foremost a shooting game, make hitting the center count
I think that adding points to getting a perfect hit is a much better scoring system than just showing the timer
Overall enjoyed the game, well done!
It is not a shooting game. Grinding on bridges makes the arrow accelerate (see track 06), and the point of the game was to keep building speed to get a faster time, but the levels were way too short to make this noticable (except 09 and 10 maybe).
If I had the time, I would have added track medals (pastebin link on the jam page) where you would have had to achieve a fast enough time and (maybe) hit the target at certain spots to get certain medals. Controlling exactly where you will hit the target is really hard in the game because you can't fly upwards. You can only glide or dive, so in some cases it's impossible to hit the center of the target which might be frustrating on harder or longer maps.
Also the game wouldn't feel as rewarding if the goal was to hit the center, because you could go slowly on the track and then aim well at the end, instead of trying to maximize speed throughout the track to get a faster time.
If I would update the game I would just add some particles and SFX for hitting certain spots on the targets and achievements for hitting the center of the target on every map but thats all.
Thanks for the feedback btw!
Oh good points, I see why you went with a timer now, the bridge mechanic is a lot more complicated than it seemed
Thanks a lot for giving me the insights of your decisions!
Interesting concept and fun! Very well executed!
wow i love the concept, and the execution is pretty clean! the music goes perfectly with the game as well, gotta get those chill vibes
The controls were a tiny bit tough to get a handle on, but once you get it, you're drawn in by the charming presentation, relaxing music, and very interesting physics-based puzzle solving !
Great design, loved the look and feel. Game was a little quirky to get the hang of, but I could see it dialed in if it goes forward!
Super cool idea. Took some time to understand the controls and some of the levels were quite hard but it was a lot of fun playing. Keep it up!