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Keyboard Warrior's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #17 | 4.000 | 4.000 |
Fun | #22 | 3.500 | 3.500 |
Originality | #25 | 3.813 | 3.813 |
Overall | #25 | 3.491 | 3.491 |
Accessibility | #34 | 3.188 | 3.188 |
Audio | #42 | 3.250 | 3.250 |
Controls | #47 | 3.188 | 3.188 |
Theme | #52 | 3.500 | 3.500 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.1
Wildcards Used
None
Game Description
A game about the Escape key trying to save Delete key, his princess, while fighting the other Keys that didn't like them leaving the keyboard.
How does your game tie into the theme?
It's a literal approach about the Escape key on the keyboard.
Source(s)
https://github.com/mihaituta/KeyboardWarrior
Discord Username(s)
firehive_
Participation Level (GWJ Only)
Few times but never summited any games.
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Comments
The polish on this one is great. The combat is hard at first but after a few tries you get the hang of it and it really fun to hit and dash.
The final room with the princess i coulnd't do nothing so I just stood there don't know if it is a bug or you didn't have time to finish it.
Great job!
Thank you! Yes it is pretty hard, it needs some balancing already working on that, also changing the character to attack in the direction of the cursor and adding up+down attacks, Unfortunately I didn't have time to add an ending to the game, but I will, also a bossfight too.
Very cute game. The story was really well told. A unique and cute love story. I loved the art work. The combat was fun but really punishing. I was able to clear all the rooms after a few tries. The way you interpreted the theme was very clever, maybe the most unique interpretation I've seen. Overall a really fun game. :) Congrats on your first GWJ submission.
Thank you! I appreciate the kind words :) ! I made the artwork (brought it to life) and my wife created the intro art and storytelling! We are happy people find it interesting!
This is totally my kind of game. Intro was great, really hooked me in. The graphics, the animation all fantastic. Yes it would have been nice to have more and mouse aiming for attack up hey, this is a Jam. The point is I thinki everyone who plays this is going to have fun and want more so job done! Great great entry!
Thank you! My amazing wife made the intro scene!
The game feels good, but it is definitely too short. I think that adding at least the final cutscene would have been a nice touch. The concept is good, and the humor on point, but it needs to be expanded upon.
Thank you! I know and I was and still am a little bit sad about it, I wanted to have a total of 3 enemies (1 fighter, 1 archer, 1 mage) and more rooms, and 1 boss fight at the end, but I plan to expend on it at least for learning purposes and reach the vision I had for the game, given it is my first game it is kind of a prototype only.
The animation and sprites are amazing. Really cool concept.
Thank you!
+ Having the two keys be the only ones with light is a nice thematic choice.
+ The game has a really polished look and smooth animations.
- I would have loved an outro after you finish the game.
Thank you! I wanted to but ran out of time, I also wanted to make some interaction between the 2 during the last fight (which was supposed to be a bossfight), her waving her hand at him and when he got to her they would have a small interaction that healed him 1 heart from time to time during the fight.
Nice game! I liked the art animations.
Thank you!
Cool game, we also thought about doing something related to the "Esc" key but ended up going a different direction! Good job! Did you consider using the mouse pointer to control attack direction? Took me a bit to figure out the direction of the attack was the latest move direction, managed to get myself killed like that a couple of times :D
Thank you! Yes I thought about it and told myself I'll do it if I have time left since there was a lot I wanted to add, but had a lot to do and ended up not doing it at the moment because it was playable like that (ish), I tried a little bit to make it change attack direction if you press another movement key, for example you attack right then press A and the 2nd combo attack would be left etc. But again I thought I can spend an evening doing something else on the game than getting caught in small details, but I plan on expending on the game, add more enemies and some bosses and will use the cursor to choose direction of attack.
Really fun game, congrats! Especially seeing it was your first. The gameplay was simple but fun, and the controls were tight, having a bit more depth than initially expected, as I found you could animation cancel attacks and some more fun stuff. I found a small bug where the dash was sometimes longer than usual, but I think you could make it into a really fun mechanic if you make it consistent.
Thank you for the feedback! I really appreciate it! The gameplay was supposed to be even better and a little bit more juicy with 2 more basic enemies, a mage and an archer, typical D&D RPG classes and in the future maybe I will implement the bosses from the other reply I made. And yea I knew about the bug of longer dash but I thought I fixed it haha, apparently it came back.
I think if esc could have the ability to make something quit, or if del could immediately clear a letter on her right side, etc, just like what the keys work while using. This game can be expanded a lot :D
Hello, I had many ideas for the game but 1 week wasn't enough since it is my first game, I was planning on adding at least one boss this time. My first ideas were exactly that, to play around the names of the keys, especially some bosses like:
Maybe I will continue it and actually make it a full game.
Nice idea, we also thought about making something about the Esc key.
One thing that made it harder until I understood how it works is the direction of the sword is the last direction you moved to.
Yes, I am planning on making it attack in the direction of the cursor instead of movement vector, I should've just hide it to not mislead the player.