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Inferno Blade's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay / Fun Factor | #10 | 3.479 | 4.400 |
Can't Wait For The DLC / Sequel | #10 | 3.004 | 3.800 |
Ready to Release for Money! | #10 | 2.688 | 3.400 |
Overall | #11 | 3.226 | 4.080 |
Art / Aesthetic | #11 | 3.637 | 4.600 |
Music & Sound | #15 | 3.320 | 4.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Concept Jam Submission Link
https://soulexx.itch.io/inferno-blade
Prototype Jam Submission Link
https://soulexx.itch.io/inferno-blade
Production Jam Submission Link
https://soulexx.itch.io/inferno-blade
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Comments
Very Doom-like. The movement and grappling physics felt fluid and smooth, though the chain grappling sections were challenging when aiming at the target as you're zipping towards them. There wasn't many kill room sections, and so it felt more like parkouring with killable grappling points. Some kill rooms that take advantage of the space and the grappling ability would help add level variety. I did enjoy the sections when I could throw the sword at the conga line of enemies.
The 5th level, Blood Bath, really emphasised the grappling aspect. It was fun in the sections when coming in from a higher level and then grappling, or when you're picking up speed. However, there was a section where you get the key and have to rely on momentum to swing up to a higher level. This was punishing for two reasons:
As the game emphasises movement and speed in order to get the best ranks, rather than punish the player with death, it may be preferable for inexperienced users to be "punished" with taking a slower path. This way, they get a chance to figure out the method to progress, and to practice that section more. It may also be preferable to have such sections use the player's dash movement to build up momentum instead of grappling the enemy. Additional background objects, for example torches, would help the player distinguish the walls from ledges when swinging upwards and guide them towards the goal .
The slowdown on enemy kills was cool, though it did make it difficult to determine whether I had landed on the ground and was jumping or was merely running of the edge. Some feedback on whether the player has touched the ground would help mitigate this.
Overall, the movement felt very polished. It just needs more levels. Well done!
Nice! The grappling movement feels really fun and all the art is great :)
Dude, this is awesome. I love all the additions since the production phase. The throwing the sword is such a good idea and really helps for when you get to the end of the level and turn around to see a little dude you missed back there. Slicing at the end of the grapple is a very nice addition too. All of y'alls models and aesthetic are wonderful and I love the sound design. I seriously was disappointed once I had to go back to the main menu after the final level. This is a wonderful game. I'm going to send it to some friends that I know would really dig it too.
thank you very much :)
Holy crap this is super fun. I love the grappling hook and high movement options. One thing that was annoying was that the archers will run and cause my grappling hook strike to not actually kill them. Also, level 5 is crazy. I couldn't get past the red grapple to red grapple section. Had to quit and skip the level unfortunately. It would be nice if there was a way to pull the player towards a red grapple, like shorten the chain manually on it. Overall this is amazing though.
Super great job on this :)
thank you for the feedback. I plan to update it in the future and add some additions to the levels to help players who can't get behind the mechanics as quickly, as well as some training levels. thank you for playing! :)