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A jam submission

EdgeView game page

Watch where you are swinging!
Submitted by Kulmack, cakelover23, Flapps — 9 hours, 53 minutes before the deadline
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Edge's itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1P1f-pTd8qXq6ggX21EAKFXkVh62cqKR3AnH57CytXT4/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
You are a possessed weapon looking to kill enemies without hitting them where their guard is up. Scoring hits restores a portion of your "presence" (health), while being blocked further reduces your presence.

Hit High: Q
Hit Middle: W
Hit Low: E

Please explain how your game fits the theme:
We are the spirit of a weapon with a penchant for blood and death.

Is there anything you'd like the judges to pay particular attention to?
The reaction time between the guard switching and the player attacking, and the satisfaction of the feedback when the player hits the victim.

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Comments

Submitted(+1)

the game is fun. and the attempts are quick, specially when you are bad (like me), but i felt tempted to try it again instantly many times xD. i was trying to make a good combo from the start, but i failed every time in like the 3rd or 4th enemy. 

i like the music because fits very nice with the type of game, and the art looks nice 

Developer

Thanks for the feedback PyramidSoft!

Submitted(+1)

Fine work on this game!

I feel the shield could have had a more detailed sprite as I missed it the first few playthroughs and never understood why I died so quickly.

Apart from this, the game was fun, featured natural controls and, of course, was beautiful!

Could I ask how the CRT effect was achieved? Is the game rendered in 3D? It looks impressive.

Developer

Thanks for the feedback! I agree the shield could probably be improved with more detail in the future. The CRT effect is achieved through the use of various Unity Post Processing effects.

Developer (1 edit)

Like Flapps said, we achieved the CRT-like effect using post processing effects. The game is fully 2D, but we used 3 main filters: vignette, lens distortion, and noise to add some grain.

There are ways to go further like pixel size and scanlines, but we've used those effects before and didn't want to ruin its style by applying it anywhere we can.

Thanks for your feedback on the shield as well. Most of our final playtesting involved tightening up player input vs. shield positioning, but there is still work to be done.

Submitted(+1)

This was super cool! I was definitely not fast enough at parsing where the shield was and attacking in time, so none of my runs went very far (but I think that's a me problem.) I really dug the whole vibe - the art was cool, the music was simple but fit perfectly. 

Developer

Awesome! Thank you for the feedback.