It might be the pretty girls skewing my interpretations, but the style is really clicking with me.
What I don't understand is what do I need to do not to fail at upgrading rarity?
Criteria | Rank | Score* | Raw Score |
Style | #852 | 3.946 | 3.946 |
Overall | #2549 | 3.153 | 3.153 |
Creativity | #3736 | 2.919 | 2.919 |
Enjoyment | #3861 | 2.595 | 2.595 |
Ranked from 37 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?
Build a weapon powerful enough to be scaled in any combat.
Development Time
It might be the pretty girls skewing my interpretations, but the style is really clicking with me.
What I don't understand is what do I need to do not to fail at upgrading rarity?
Love the presentation! The sound effects, art and music are all superb for a game jam. Only thing is that it's a bit difficult, couldn't get passed the first day.
I probably wasn't getting it but I could never get past the first day? Don't know if something wasn't being communicated properly but it seemed to require a lot of luck for success. I did enjoy the feel of hitting the weapons though!
Super satisfying game! I don't know if I just got really unlucky or if there was a bug but I don't think the displayed Rarity Upgrade chance was what it was haha. Nice job though!
Super surprised to see an autoclicker ! Very cool idea for this theme, and really well made !
Found myself doing several playthroughs on this. Gameplay was well executed (and slightly addictive) and loved the art!
Really liked how increasing stats also increased % chance of upgrading rarity and upgrading rarity refreshed durability. Did a really good job of making me need to balance between stats and rarity.
Also, really juicy hammer animation/sfx!
The button interactions could use some improved UX. Not sure if the issue is the button sprite being too big or the custom cursor's hot spot not being where I assumed it to be, but there were times where I visually appeared to be clicking a button when I actually was not.
Took me a bit to realize I could complete an order without filling all the checkboxes. Also took me a bit to realize I could use the "Complete Order" button to reject/pass on an order that was do difficult without any penalty.
For buying luck and dex, maybe I missed it but I wish I could see more info on how/how much upgrading them helps me.
Great entry! Really enjoyed playing it!
Hi Noh, thank you for writing this feedback. I appreciate it. I'm impressed you found how most of the mechanic work in this game. I would love to do balancing but due to time constraint, I wasn't able to do it. I definitely agree with you about the button, initially, I want to add more juice into it but I prioritize more other important parts of the game. Now that I got your feedback, I will learn from it and do it in my next jam.
As a thanks, I will definitely play your game. Once again thanks and bless you!
Very simple yet Juicy hammering people's swords game! The art is nice.
Good game feel and art.
I think there may be too much animations between the characters. As there is a timer for each day, I want to know asap what the request is.
Good job!
The art style is really good, the gameplay is okay, but it tends to be a little repetitive, overall nice job!
Nice art style and theme, gameplay felt rather bland but we still enjoyed the game :)
simplistic fits the theme somewhat well and kinda charming and polished but gameplay is bland
8/15
Very impressive visuals and audio! The game felt pretty polished. For feedback I'd say I didn't feel much agency in the game loop. Perhaps there could be some control over what's a success and failure such as swinging the hammer at a specific rhythm or something like that. Otherwise really great work!
The hammer felt really nice and looked cool, great job on such polished visuals for a short game jam!
This is so polished! I really enjoyed the clicking mechanics used in a way that doesn't just let me open an autoclicker and power through
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