Holy schmokes, this was really fun!
I only used the wizard, I'm not sure if you can use other riders, but I believe so haha
One thing that at the beginning was felt kinda weird was that when I tried to gain distance to attack the enemy knight, I'd run away from them, turn around to attack, but only the horse turned around, and not the cursor, so I found myself looking at the knight but attacking to the opposite side. Despite that, it really was fun!
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Rideth or Dieth's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #36 | 4.000 | 4.000 |
Overall polish | #74 | 3.846 | 3.846 |
Overall | #75 | 3.769 | 3.769 |
Creative use of art assets | #166 | 3.462 | 3.462 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
This is soo fun and unique. Thank you for that!
I was blown away when wizard died and all I had to do is find another rider... and I could pick someone with different attack! So cool!
Would love to play it if you continued working on it.
I was impressed by this game! Great idea and mechanic! It is feels very polished and the horse animations are so nice. I wish it was longer :( BTW the chicken is OP :D
What a fun game, love how "dying" just means you can get a new rider instead of full out restarting. Well done :)
I loved the chicken weapon so much haha! This is was a really funny and very polished game. Keep up the good work! :)
Absolutely great game feel. Some riders were much stronger than others *cough*get gnomed*cough* but it didn't matter because all of them were fun to play with (Though two swords seemed a little inconsistent regarding when I was allowed to attack). The sound design was very satisfying.The writing was succinct yet very amusing, enough for me to replay multiple times just to hear all of their evil wizard lines. The music was perfect- catchy, action-packed, uplifting. Highlights to how satisfying the fanfare and slowdown for defeating the final boss is. Some nitpicks that if fixed would make this game absolutely perfect to me, from most to least important:
1. I was struggling to fire projectiles diagonally. At first I thought that the aim indicator was lagging behind my movement. Then I thought that it was purposely resetting to a cardinal direction when i wasn't moving. But I'm reasonably confident that the issue is that the aim changer is TOO sensitive. If I want to stop moving and shoot to the top right, I'm required to let go of the up and right keys at EXACTLY the same time. If I release up just a LITTLE too early, my aim gets shifted from top-right to just right. This definitely prevented me from landing shots while trying to kite far too often. Some form of buffer would make this feel so much better.
2. As mentioned earlier, Two-Swords seemed a little odd. Sometimes I could attack almost as fast as i could press the button and sometimes it seemed like it slowed down. Not sure why that occurs.
3. I wish the wizard's projectile would not be stopped by jumpable walls while jumping or would spawn from the aim indicator's location. It's not like the level design really made this necessary, but I still couldn't help but feel a bit disappointed when I burst into a castle and my first few shots got stuck in the window. I want to leap over the walls and start blasting, goshdarnit!
4. Just a QOL request but it would be nice to be able to hold down the fire button to autofire. Especially with the low fire rate chickens and gnomes. Failing that, some sort of visual indicator of when I'm allowed to fire again would be nice too.
Excellent work! I think you could easily expand on this with more levels, character swapping while having mechanics requiring specific characters, maybe a roguelike system to make use of the multiple characters, there are many ideas you could use and any would be good as long as you retained this core gamefeel!
This is really amazing feedback, thank you so much for writing such detailed thoughts. I'm really flattered that you played the game enough times to see all the dialogue! I had a lot of fun writing, animating, and generally trying to capture a silly upbeat feel so I'm glad it translated in the final product.
As far as your specific points:
(1) This is a really great point that I had not considered at all. I was a little unhappy with how the wizard controlled generally (using arrow keys felt clunky compared with a more "twin stick" or mouse and keyboard approach) and tried to keep it as simple as possible. I think your suggestions here are spot on and would give you more flexibility while playing him.
(2) His attacks are supposed to be on a (short) timer but I kinda got that sense too that something was up while testing. I'll take another look.
(3) Hahaha, point taken. I will consider these suggestions for maximum cinematic combat : )
(4) Also great suggestions. Visual indicator for attack cooldowns specifically was on my list of improvements and I was starting to burn out so I left it out. Definitely something I will add in the next update!
Again, I really appreciate the detailed feedback and constructive criticism. I think there's still some fun to be had (a rogue-like with some progression elements for the riders / horse would be super cool), so I may keep working on this. Thanks again!!
I loved so much this game, the concept is amazing and very refreshing!
The mood was awesome, enemies and allies were easy to identify and it has the potential to be a real commercial game for sure! It only lacks a bit more goals to do in the game, I mean killing enemies is fun but it could be to protect villagers or something like that! Anyway I loved it well done ;)
A very good game. And diffidently worth to take a look at.
It's a funny concept. with some nice animations and creative ideas.
The only thing is that the game is kind of short. I had to play it twice to see all the different riders.
And it's also not very hard. I would have loved to have seen an extra more difficult level.
But the levels that are there are very rich in details and nice to look at.
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