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Super Duper Magical Bloodthirsty Flying Sword Attack's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #33 | 3.444 | 3.444 |
Enjoyment | #34 | 3.222 | 3.222 |
Overall | #46 | 3.278 | 3.278 |
Concept | #49 | 3.444 | 3.444 |
Presentation | #56 | 3.000 | 3.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
So the team was comprised of three people. Me, who did the design. Moi, who did the art, and Én, who did the coding part.
Software used
Godot, Krita and mainly firefox for the endless hours of docs readings and freesound.org plunges
Use of the limitation
The main "character" is the sword! Which you do not control, but you do control the mirrors which are in the environment, or more like part of the environment.
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Comments
I enjoyed the challenge to place the mirrors on time. Fairly quick to retry on failure too! I also like your relaxed presentation of it. Great job. I only wish it had some background music.
Thanks for playing!
Was the bouncing of the swords wildly unpredictable in your opinion? Yeah the deafening silence only broken by a few thunks and screams could use some tunes.
Maybe I don't have too much expectations and I sort of went with the flow trying to get a feel of it. But no, I did not find the point of reflection unreasonable.
For something that affected me I would point out the moment where the space to position the mirror between wall and (totally not innocent) being is tight, so the challenge is both to place it quick and precisely. But the retry cycle was actually swift enough so it wasn't too much friction for me to accept the challenge.
Neat, thank you!
Yeah thats fair, I think that the immediate retry is the only reason why its not rage inducing on the last level, but it is bad in a way that I wanted to have the player frantically place the mirror instead of pinpoint accuracy, but I guess thats what 1 am level design does lmao
Love the idea a massive bunch! I would definitely recommend adding a 3rd surface early on, as the time gated events don't seem to do justice to the puzzle mechanic. But truly, a really damn fun game. Well done to all of you!
Thanks for playing!
Can you elaborate on what you mean by "time gated events"?
Ah of course, I mean the period between hen you set the mirror and it being impacted by the blade. Especially since it requires a bit of precision, it might benefit having a 3rd surface to use, and perhaps set up moves in advance. Especially considering some rooms require moving around the map with the keys.
I see, thanks for elaborating! Well the main point what I was going for is that you need to keep up with the sword by placing the mirrors, so one of the fun of the experience imo is the hecticness of trying to place the mirrors fast enough, but I see how can be a problem. I think the whole deal with the difficulty is that, the mirror issue might be solved by slowing down the sword, or, the "sword 2 fast" issue might be solved by more mirrors.
Another solution would be to have a defined grid, where the objects can be placed. I think that could also do the job, by giving a lot of precision and allowing you to ramp up the difficulty as much as you'd like :D
Not bad but a little janky to control. Very difficult to position the mirrors. A very unique concept, though.
Thanks for playing!
Are the mirrors hard to place or is the sword unpredictable? I think they feed into each other in some regards.
A little bit of both, really. Other comments have mentioned both, but a grid snap for the mirrors and some better collisions for the sword would make it much easier to handle.
Good game! It's simple and satisfying.
If I could make a suggestion, I think this game would benefit a lot from a snap-to-grid system instead of being able to drop the mirrors freely. It gets a bit difficult to line the mirrors up perfectly before the sword reaches them, but if they snapped in place when you dropped them, it would mitigate a lot of the difficulty that myself and others seem to have when things get hectic.
Thanks for playing!
Yeah originally the game would have been made with a grid-based system, but having never used 2D in Godot before, in the interest of time and not figuring out the tilemap system in depth a free moving thingy was implemented. But I think this free-floating system wouldn't have been that bad, if the swords were predictable. Which they aren't, there was another system in place to make the sword a lot more predictable but that wasn't implemented in the end. Another thought is that, when things get hectic, I think level design that caters to "im hectic pls give me more space" would have been helpful as well.
the sword moves so fast xD but i like it
it's enjoyable till it become hell to manage but i loved it
for some reason i felt that the sword was moving too fast but i think it will be so boring if it moved slower x)
i think it good overall
Thanks for playing!
Yeah due to rushing the game wasn't playtested at all which is extremely dumb on my part but whatever, a difficulty slider which affects the speed / level design that caters to an easier play / just slowing the sword down and relying on the speed power ups for more tricky design would have been better
that attack was pretty super, magical and bloodthirsty and it was also pretty flying sword, but i didn't see much duper :(
i feel like the sword had too wide of a hitbox when colliding with the mirrors, my brain tells me "it'll be based off of the tip of the sword" but since the hitbox is wider (i assume), diagonal mirrors get hit higher than i intended for them to get hit. Like, the bounce location is based off of the corner of the collision, when my brain thinks it should be bounced from where the sword tip is, if that makes sense.
i think those little fellas deserved it frankly, 👍
also based fellow firefox user
drew a little sketch of what i was trying to say (ignore my very bad handwriting)
Thanks for the input and the drawing too!
Yeah, the bouncing is wack. Originally the idea was, just like in your drawing, where the tip of the sword hits the mirror, the center of the sword will be placed there as it goes on its merry way, effectively being predictable and nice and rainbows and everything, but I couldn't make it, the mirror bounce was enough of a headache to make, took a lot of time as well, mainly because it wasnt just a simple "rotate the vector 90 degrees" as I'd hoped for, so when the actual mirror bouncing needed to be changed, and it was all buggy, I just threw my hands in the air as I was already running out of time. Another option that was on the table before this free-positioning of the mirror is having a grid based system. Which would have ALSO solved this issue, but having never used tilemaps before, in the interest of time this was the best I managed to do.
Sure, they deserved it.... absolutely. No question about that.
edit: Also the current implementation DID use a big box collider like the one you drew, which was absolutely horrible, the current one used a small sliver of a capsule collider, which as you saw still far from perfect. Thinking about it now a simple raycast may have been better but oh well
who can say what the best way is, game making just be wack like that
if you dont already know about them, the Vector2 (and Vector3) .rotated method may be good to know for future games
before i learned about those, rotating a vector was like 3 (very long) lines of code and a stinkin load of trigonometry, but with them its just "Vector2(10,0).rotated(45)"
Yeah I know about those (after scuffly making it of course) But apart from that the main issue wasn't the rotation part, it was when to rotate and in which direction, but thanks for the tip!