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Sword Assailant's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #28 | 3.308 | 3.308 |
Use of the Limitation | #28 | 3.308 | 3.308 |
Overall | #35 | 3.269 | 3.269 |
Presentation | #42 | 3.308 | 3.308 |
Concept | #48 | 3.154 | 3.154 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1, The Almighty Banana (me)
Software used
Unity, Visual Studio, Inkscape, Piskel, Pixlr, Reaper, Bfxr
Use of the limitation
The game is a rogue-like, meaning it has procedurally generated dungeon levels, and hard reset upon death. Also, you have to empty each level.
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Comments
Fun little game! I love how juicy killing an enemy is, & the level generation works well! However, the music feels a little too loud, & the sword having a realistic cutting sound compared to the other SFX being 8-bit is odd, but that's more of a nitpick. I would've like if the sword's hitbox was more forgiving, as to me it felt like you had to get up right next to an enemy for the hitbox to collide. Overall, nice game!
Thanks for your feedback! I might change some of these things if I ever update the game!
Played game on stream here: https://www.twitch.tv/asfunasfun
I think this concept is pretty cool. Reminds me of the floating sword from Castlevania. Nice job.
Thankyou! It was fun watching you play the game! I don't think you realised that you can dash though - it makes it much less difficult.
Really impressive that you managed to do all this by yourself, congratulations! Art is consistent and in general the game feels smooth, I'd love to see this game with a bit more tweaking!
This was fun, I enjoyed the concept. I think it would of felt nicer with slightly faster movement.
Thankyou! I kept the movement fairly slow to give the dash ability more of an advantage/boost. But it may be better lightly faster.
Except for the floaty controls the combat is fun but the game lacks in "Use of the limitation."
This game is really juicy, but the fade ends like instantly (there's probably word for that, but I don't know it) and the green guys should have walk animation, or just not legs at all.
Thankyou! I assume you mean the fade between levels? I will try and change that later. Also, I originally did want to give enemies legs, but like for a lot of things, I ran out of time.
Nice and polished game, i noticed a few things though:
The AI pathfinding isn't the best, you probably used the built-in function, but there are actually a lot of good tutorials for a pathfinding project someone else already made. :)
The music was really cool and energetic, but i would make the baseline something less generic so there is even more power in it.
I hope i could help you a bit with my feedback, and if you have the time, maybe check out my game too. Thanks. :)
Thanks! I was looking into AI path finding, but I didn’t really have enough time to implement it along with many other features. I definitely think the music could have been better, but I only had about an hour to make it.
edit: I will definitely check out your game when I can!
Pretty cool, very smooth and enjoyable game!
Thank you!
nice world, enemies, the menu also is nice, the sword is trembling (maybe rigidbodies) , if you put the sword on a different layer for physics, it should fix the problem.
Thanks! I will try and fix this later.