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Way of the Sword's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation (rate its art, animations, sfx, music, and aesthetic appeal) | #193 | 2.027 | 2.385 |
Implementation (rate the game's overall stability and functionality) | #199 | 1.961 | 2.308 |
Creativity (how unique or innovative was this experience?) | #199 | 1.896 | 2.231 |
Overall | #211 | 1.817 | 2.138 |
Gameplay (how good was the user experience, game design, narrative, etc?) | #215 | 1.634 | 1.923 |
Theme (how well does the game fit the challenge theme?) | #238 | 1.569 | 1.846 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
List the Itch usernames of all official team members.
POTKIRLAND
Team Name
POTKIRLAND
How does your game fit the theme?
you build your focus with taking a deep breath. You are a samurai.
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Comments
Brutal theme. I loved the concept, but pressing space felt like an unnecessary step. Eventually I actually didn't care about the combos, and just solved the puzzles by clicking to the next enemy. That just felt more fun way to play the game. After final level I was maybe expecting something, but I get it that time is limited on jams. Overal everything worked well and game had an unique style and good audio feedbacks. Well done!
Interesting concept and when I finally figured out how to get the chain dash to go off it was really visceral and satisfying. The panels of art accompanying each hit really drove it home.
With some more polish and a bit better tutorialzing I could see this being a really cool game.
Samurai Android lock screen. The breathing I found unnecessary, I just clicked on all the guys to win.
Would be cool to be able to drag and play it just like the android phone lock puzzle, and chop the enemies all at once.
The menu has bugs of overlapping multiple menus, the tutorial freezes on the last level.
Would be interesting to have levels where enemies aren't forced into a 9 grid.
Would be cool to have not all dashables be enemies, but have it so dashing through certain other targets have some other effect like opening doors.
For example: a key you can dash to get that opens a door, or have a limited number of dashes and you can dash to get more oxygen, and instead have the oxygen be more like a dash counter where you have limited dashes.
Being able to drag the mouse like fruit ninja while pressed to do dashes would make the player feel more like a samurai.
NEVERMIND, you can do the drag and it is like the android lock screen, this is sick, it should be made abit more clear in the game that this is the intention by removing the click dash, as I just clicked on all the enemies first because it is more intuitive!
Unfortunately it is also riddled with bugs.
hey thanks for the reply! it actually does work that way and I am glad you figured it out! I couldn't fix bugs enough to make what I set out to do work but thanks a lot for playing my game!