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Weaponmancer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #34 | 4.306 | 4.306 |
Overall | #85 | 4.222 | 4.222 |
Style | #144 | 4.444 | 4.444 |
Creativity | #675 | 3.917 | 3.917 |
Ranked from 36 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 weapons scale up in size.
Development Time
96 hours
(Optional) Please credit all assets you've used
See description for full credits.
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Comments
I really liked the game, the physics were set up well, but I was a little missing the ability to inflict active damage to the player from the boss and additional items such as healing and protection to make the battle not one-sided. I'll be waiting for the continuation
I’m going to 100% second WouldYouLoveMeIf: This could be an absolutely killer arcade game. I love how the weapons have interesting shapes, and I love how there’s an actual target score instead of just going for as long as possible. Brilliant work.
Thank you so much I really appreciate that!
SICK entry, it's awesome stylistically and a really fun twist on the kind of stack-merge physics game. One thought I had was it could be fun to make the weapons have different float patterns to differentiate them a bit more, but thats some real armchair posting. Great job all around!
It was my first attempt at working with physics so I didn't/don't know how to do anything fancy yet haha. Thanks for playing my game!
Style and Gameplay are great. The visuals and the music are spectacular, this would have crushed in an arcade cabinet.
I haven't even thought of that I can totally see this in a modern arcade cabinet!
Amazing! Fun, polished, great concept/take on the theme and fantastic visuals! The whole package.
Thank you so much for your kind words!
Super clean and polished game!!! Music sets the mood and the art is impeccable :00 would've liked to drop the stuff a bit faster but this is just a tiny nitpick. Congratz!!!
Thank you for playing! I will look at that I can do to make the game feel a bit faster!
Immaculate and clean game you got. I just love the visuals of this. The color palette of this pops so well, and the music and SFX go so greatwith the art. I think my favorite part about the game was that it wasn't necessarily endless, your combination of weapons did damage (think that was a great solution and could be leveraged into a deeper narrative). Can't think of really any big feedback, I wasn't necessarily able to get too far in the game, so it would be cool to know what other mechanics, beyond the crystals, that you included in the game to spice things up. Regardless, good stuff!
There are only 2 enemies so if you beat the bat that's it. I would have loved to add more but I did not have the time to do so. I have some ideas here and there but I'll have to see how much attention this gets on GMTK.
Thank you so much for all your kind words I really appreciate it!
I really liked it, I think it would be even better if it was a little faster
I've had multiple people mentioned that, where would like things to go faster?
Maybe in the physics of the weapons, or maybe is my anxiety lol
I haven't worked with GM Physics prior to this so I don't know if I can speed up the physics but thanks for telling me, I will definitely have a look!
Like how it looks, the music and the creative battle mechanics. Nice job!
Thank you, I am glad you liked it!
This is a nice, satisfying game. I don't like the long delay between dropping weapons, and there are some weird bugs that cause weapons to get stuck and sometimes softlock the game. Still, pretty impressive, and a fun game.
I know there is a bug where the level 3 bow can sometimes get stuck, I don't know what causes it but I've seen it happen to more people.
Thanks for the feedback, I'll look into the delay, what part of the delay between dropping weapons seems to be annoying for you?
I would love to play a full version of this!
Very nice concept!
Thank you so much I really appreciate that!
A weapon version to Tetris. wonderfully realized, tons of fun to play
Thanks, I am happy you liked it!
This has been one of my favorite games to play in the jam so far. The music, visuals, and descriptions all feel really cohesive. I agree with the nitpicky comment about audio balance, but that wasn't much of an issue because I just changed the levels in settings lol. I did run into a problem where a weapon would clip through the wall or floor and the objects would never settle so I had to reload the game. Otherwise, this is awesome and I want a billion more levels
For some reason it only really seems to happen with the level 3 bow. It was my first time working with GM Physics so I am sure I am not handling something correctly. I also did the sound design myself I am not very good at it yet so sorry for that! Thanks for playing my game I am happy you had fun!
Solid take on suika and well polished entry, getting combos is really fun
Thank you so much!
Solid game with cool art and gameplay is smart, stacking same type weapon and building out the weapons is satisfying, cool game !
Thank you so much, I am happy you liked it!
Fun take on Suika, great style and visuals!
Some little issues:
Sound balance is little lacking, "merging" sound is too loud, "damage" sound is underwhelming and oftentimes barely audible. Damage visual effect could be more pronounced, being the same color as Rat's outline makes it hard to notice at first (though I understand you were kinda limited by your palette)
There is little to none strategy around criticals (also it would be nice to have clear indicator when we did it)
But at this point, I'm just nitpicking - great game overall!
I honestly prefer people to nitpick a game rather then just saying good, amazing yada yada. This is stuff I can work on. I do know the sound design isn't amazing. I am still learning and feedback like this really helps :)
I probably should have made the damage animations red so they are more visible, should have probably added some color instead of limiting myself to 4.
Only thing I have to disagree on is that there is no strategy when playing with critical strikes. I get that it must feel like that but especially with the second bosses mechanic there are ways to stagger combos and use the crit mechanic to your advantage.
I didn't think of adding a different visual for critical hits and feel kinda stupid that I didn't do it haha.
Thanks for playing, I always appreciate your feedback and support Kleo!
Fair point, I thought of setting up bunch of weapons without merging and then waiting for right critical to show up, but couldn't really pull this off (without messing everything up), so I discarded it. Too soon I see, haha. So I agree - this is just "skill issue" 😅
All good, trust me it's definitely do-able, I recommend waiting with merging level 2/3s and just merging the level ones whenever you can.
Stylish and smooth and a fun twist on the merge-stack genrething. Pretty difficult!
Thank you, I am glad you like it!
It's fun and it looks great. Unfortunately I stink at the game.
Thank you, and I am sure you're fine!
Big axe critical damage go brrrrrrrrr. Love it!
Hahaha thanks!
Dude this is brilliant!!! Really cool take on the suika game. I love the art and that you added a clear goal. Sound design is great too. Second level is brutal but hoping to beat it! 🤭
Thank you so much, I can assure you the second level is beatable, so far me and my mate Harry have managed to do it! I am amazed the sound design was good as I feel like I still have a lot to learn in that aspect but thanks!