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[JAM]The LEGENDARY Knight (and his squire)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #6029 | 1.633 | 2.667 |
Creativity | #6247 | 1.633 | 2.667 |
Overall | #6400 | 1.429 | 2.333 |
Enjoyment | #6609 | 1.021 | 1.667 |
Ranked from 6 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?
instead of playing as a "Hero" that slays enemies, you play as his squire, that helps him
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
Cool idea, though the controls and goal of the game could be made clearer and, as another person already said, the game is a bit too hard. Still, considering the time frame, great work!
Also, why does the game window's name end in (DEBUG)?
That's because the game was unintentionally exported in debug mode in the godot engine. Thanks for the review!
Hey, just a sidenote, if you have a web version of the game which it looks like you do, you have to check the 'this file will be played in the browser' checkbox. Otherwise it's useless because even if you download it you have nothing to do with it. Cool game anyways
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I wasn't sure what I was contributing to the hero character. I figured out the switch weapon button, but not sure what else the squire's role was. Still, well done for a 2-day venture.
i like this concept, and i'd love to see a more fleshed-out version later! one thing this version *really* could have used is a description of the controls. even if it's not in the game and just on the itch page (that's what i did, lol). i managed to figure out movement and clicking on the swords in the bottom right, and i think that's it? i'm not sure what the difference between the two weapons is though. i also feel like there should be more ways to help the knight (and maybe there are, but i can't figure them out). it's a little frustrating to hand the knight a sword and watch him run off to fight some ghost while i get swarmed.
in this version it's easy to get cornered and die quickly. i like a difficult game, but i feel like i can barely get into this one before i'm booted back to the menu (the bats are especially bothersome, since they swarm and don't back off). i think either wider hallways, a more gradual increase in enemy spawning, or a combination of the two would do wonders.
all that said--i know this is a product of a 48 hour dev cycle, and you might even be working on some of these already! it's a fun idea to be more of a supporting role instead of the active character themselves, and i like the art and music direction. congrats on finishing the jam! :)
Thanks! btw having high difficulty and a lot of swarms was unintetional, that happebed because of bug, that made enemies spawn everywhere on the map each time you enter room, instead of spawning enemies only in that room.
oh no!! it did seem like a *lot* of enemies, haha. i'll try and remember to check back for an update after the voting period :)