Play game
Two-Button Knight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Final Results | #3 | n/a | n/a |
Originality | #4 | 3.778 | 3.778 |
Art/Aesthetic | #5 | 3.889 | 3.889 |
Gameplay/Mechanics | #8 | 2.889 | 2.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Dependencies
none
GitHub/Repo
https://github.com/Vladar4/ng2tbk
Leave a comment
Log in with itch.io to leave a comment.
Comments
Note that this feedback is based on the build(s) available at the end of the jam.
I have a lot of fondness for the swordplay in the original Prince of Persia game, and playing Two Button Knight started to evoke similar feelings once I'd gotten the hang of it. The implementation here is also a great expression of the jam theme, with two buttons being used to control a total of seven actions in a way that (after some time) feels pretty natural.
Audio and visual assets are simple, but fill their roles and do an adequate job of presenting the game. Character animations are rough, but charming. The attack animations do a nice job of conveying a sense of some of the weight of a sword.
There are two small, but noteworthy points that I think hold the game back a little bit.
The first is intermittent input inconsistencies, which seem to mostly manifest when transitioning from walking into another action, and can leave a player unexpectedly vulnerable at a critical moment (typically when approaching to attack). My impression is that when this happens, any key pressed during the double tap window will be ignored and will restart the double tap window from that point. Since button mashing feels like the Wrong Way to play this game, it's not something that feels like it crops up often, but when it does it feels significant.
The second relates to timing and signalling. The kind of game that I'd love to play this as would allow for players to reactively block incoming attacks. Currently, the amount of advance warning given by the attack animations before the window to effectively block closes feels too small to take intentional advantage of, leaving the game feeling more luck focused than skill focused.
For smoother deployment, I'd suggest shipping future builds in a tar.gz or zip archive. You won't get much in the way of meaningful compression thanks to AppImage, but it will preserve +x permissions.
Two Button Knight was one of my favourite submissions this year, and is very close to being a game that I'd play for fun with friends/in my own time.
Thanks for submitting and best of luck with the project if you continue development :D
I'd also like to do a short interview with you for an article I'm writing on the 2018 Linux Game Jam. Shoot me an email via cheese@cheesetalks.net and I'll send you through some questions!
Had no issues installing via the itch client.
Gorgeous animations, but it didn't always feel like the game was responding to my input properly.
Thanks!
Input surely need more work, but that's the best result I've managed to achieve during the Jam's time limit.
Hey! Because I don't know where to begin with rating a game, I just want to tell you that I played your game.
Actual animation! And good! I don't get why you chose to only use two buttons. I had issues making it do what I want.
Considering the other comment, maybe tell people that they just need to chmod +x the appimage file
Thanks!
> I don't get why you chose to only use two buttons.
Well, because that was the idea considering the Jam's theme.
> Considering the other comment, maybe tell people that they just need to chmod +x the appimage file
Yeah, good idea, I guess. I just assumed it should be a common knowledge in Linux community =)
cool really fun game, though a bit weird to setup that file format
Thanks! What's so weird about AppImages though?