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Talkalibur's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3649 | 2.833 | 3.778 |
Overall | #4510 | 2.333 | 3.111 |
Enjoyment | #4651 | 2.083 | 2.778 |
Presentation | #5047 | 2.083 | 2.778 |
Ranked from 9 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?
you play as the sword, not the swordsman
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?
No
We used pre-existing audio
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Comments
Interesting take, I like it! It was a little tricky to tell what my choices were doing but it was still fun all around and I found myself trying to be as tactical as possible. If you wanted to expand the game afterwards, it would be cool to have a few more options on where to attack or different enemy strategies that you can plan around.
Thanks! I appreciate the feedback!
Nice idea, but I didn’t really get how to get 2000 blood - your owner gets killed pretty quickly no matter what you do. The tutorial was hard to grasp since it’s so much information in one go. Also I think I had a bug - when you click “Replay” and select a new owner, it appears as being already dead - lying on the floor, being all red.
Thanks for the feedback! Later, I'll fix the replay bug, and make a in-game tutorial for starters.
I'm aware of the difficulty problem. Maybe the owner's health points are too low right now.
Simple, but well presented. Nicely done.
Thank you so much!!
This game seems really hard, but I think that might just be because it's overwhelming. There's a lot of mechanics/options available, so it's really hard to figure out what might be the best in a given situation when you aren't already familiar with the mechanics.
I think that this game could benefit from a progression system that slowly introduces the various mechanics to the player one at a time rather than all at once.
It could also benefit from being turn-based instead of continuous action. That way, the player has time to think about what to do and consider all of their options.
What you do have seems to be a fairly solid management game though. The mechanics are all there, it's just a matter of finding a way to make the player engage with them without being overwhelmed.
Thanks for playing my game!!
I really like the idea! It was difficult for me to tell if I was advising, sacrificing, or swearing properly- some more visual information on what I'm doing would be great.
Thanks for the feedback! Really appreciate it!