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The Celsus Dagger's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #465 | 3.904 | 4.051 |
Enjoyment | #514 | 3.780 | 3.923 |
Creativity | #652 | 3.929 | 4.077 |
Style | #730 | 4.003 | 4.154 |
Ranked from 13 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 have a magic dagger that can scale the size of anything it hits.
Development Time
96 hours
(Optional) Please credit all assets you've used
see description for full credits
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Comments
I might try and finish it later! Only killed the first boss so far but it’s nice to see something that looks like a full game. However I do try to avoid fights as much as possible, it’s too deadly :P
The graphics are quite smooth. The dialog scenes do a good job of setting the atmosphere.
I found the down-attack to be awkward to use, and yet it was the only way that I could find to hit the enemies without them hitting me back. So I ran past enemies without killing them, but there was eventually a spring that I had to launch myself off of to hit and land on a wall block with a couple of enemies attacking me, and I died trying to channel my resize while they hit me. The checkpoint was pretty far back in the level, so it was discouraging for me to try again.
It might also be good if there was some visual feedback when an obstacle was at the min or max size, and which direction it would grow.
Thanks for the feedback, its very clear to me now that the game is too difficult, and the controls are clunky. I've received a lot of feedback on the down attack especially. to be honest I don't even like the spring part at the end of the level you're talking about it frustrated me while playing i have no idea why i left it in, sleep deprivation probably.
I love this because of the wonderful art style, but i'm unable to enjoy the combat. I'll definitely revisit if you plan on improving this game.
The main issue i had was with the controls. Holding a button to scale felt bad especially when you had to do it in a rush. The downward scaling being tied to jumping and attack at the same time was needlessly difficult. Facing off with an enemy had me taking at list one hit nearly 100% of the time, even though i felt like i shouldn't have taken the hit. This lead to me just avoiding enemies altogether by jumping around. I would say just slow it all down a little.
It's clear that you have put thought into polishing the game feel and mechanics, which makes it especially sad that i couldn't make it further into the game in a reasonable time frame due to how frustrated i got with the controls.
Absolutely wonderful graphics and fitting sound effects (nice bokoblin sound). I love that you took the time to create a story line and visualized it so nicely.
Well done!
thank you so much for the feedback, the biggest problem with the game is definitely needless difficulty, and that's made so much worse since it's for a game jam and nobody is going to spend enough time to get better at the game because there are so many other amazing games to try, I do plan on fixing it when the jam ends, and will certainly be addressing the difficulty and more specifically adventure mode.
Gave you a follow and will be waiting for an update :)
Super polished game! The visuals are the best thing and the combat is also pretty smooth.
I have to admit the adventure mode was a bit too tough for me at times, probably just because juggling platforming with the combat got a little complicated, but the boss rush was a lot of fun! Great job on getting 3 unique bosses implemented with a pretty nice combat system and a great artstyle in the limited time of the jam!
I'll be honest, the game after day 3 was wayyyy too hard so i nerfed the bosses and made expert mode for boss rush if you're like me and like difficult boss fights, but for a game jam the game is still too hard, enemy groups are often way too strong especially with the archer. Thank you so much for the feedback
Wildly satisfying gameplay! I can definitely imagine playing this game again after a bit more polish. Love how the theme was used as well. Great job!
It's absolutely wild that this game has pretty fun combat, cool mechanics, and feels really satisfying to play with only a few issues. Namely I feel like the font could be a bit more readable, and movement feels a bit stiff. It would also be nice for your sword hitbox to be a tiny bit lower to the ground because trying to hit small enemies is very annoying. Otherwise, though, top-notch, would absolutely love to see a full game come from this!
Thank you so much! I find it very tricky to balance smooth movement with precise movement for combat. Thanks for the feedback I always appreciate it.
Incredible work. I can see this being a full game and I'd want to play that too. The strategies and mechanics you can achieve in this demo are impressive.
Such a cool story and the tutorial text was expertly done so it was easy to learn the mechanics. I couldn't close the game without pressing alt + f4 though as there were no settings or maybe they were bugged (I tried every button). Good job!
yea hi straight up forgot about a pause/close game menu, thee only other way to exit is by beating the final boss and being returned to the main menu but ill fix it when the jamis done. Thank you for the feedback i always appreciate it