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A jam submission

ArmForcerView game page

top-down hi-score game.
Submitted by TheRulerMeasure (@TheRulerMeasure) — 2 days, 8 hours before the deadline
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ArmForcer's itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1z6zB7k1-FB5wjcHWRK-02VuXLF0vaaQsqvO6pF0gJN0/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!
The game is about playing as a sword that has the mini golf movement mechanic.

The primary mechanics are moving to attack the next target continuously and possess the enemy to obtain the more effective attack.

Please explain how your game fits the theme:
The player will be playing as Bladear the living sword. Being the sword is what I find suitable for the theme.

Is there anything you'd like the judges to pay particular attention to?
The prototype may not be balanced. Please try all different mechanics the game offers.

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Comments

Submitted

was fun :D i liked being able to drag the sword to go a distance, was a little confusing to attack but i got it!

Submitted

I think the game would play a lot more smoothly if it wasn't click and drag to launch. It just felt a bit clunky. Overall tho, you did a good job. Keep making games!

Submitted(+1)

This is FUCKING NICE!!! It is incredibly satisfying to chain combos of two, five, heck, even ten successfull kills while I see that bar fill up! Everything about the design in the playability is incredibly rewarding for the player. From the moment the arrow appears in the direction I'm launching myself to, I get that feeling of 'oh yeah, here we go baby!'. And god, let me talk about the sound design. Those loud electric THUNKS  are so satisfying, even more so when you hit big groups of enemies, added to the fact that the visual queue of the enemies desintegrating into a blood splatter is fun af too! Watching as a horde comes running and feeling the anticipation of getting to kill all of those poor victims, especially when you know you are able to posess one of them to do a tremendous attack, is just so good... I better stop here before I embarass myself by fangirling. All I have to say is DAMN THAT SHI PRETTY GOOD.

Submitted(+2)

I like this a LOT. Jumping between enemies feels incredibly satisfying, and I really appreciate that you're able to string your next attack even as the sword is bouncing off of the ground. It makes it so you can actually reach and attack escapees that seem to be too far away from you.

Possessing enemies also felt good, as the controls for it are simple, aiming is reliable, and in this mode, your attack has infinite reach. It's incredibly useful for situations where there's escapees far away from you that are close to escaping. I also used it multiple times so that I wouldn't be stopping time as the sword constantly.

The enemies being knocked back by you brings an interesting depth to the gameplay, as if you want to get rid of them as soon as possible, you have to get on their height, cutting it close to losing your momentum and attack timeframe. Both the visual and sound effects when slashing through a bunch of escapees is also super satisfying.

The logo design is awesome and the training area is super appreciated. I really like the gameplay concept and it'd be cool to see it be expanded upon. Sick game!

Submitted(+1)

Managed to do the possession once, it was cool as hell. Game looks wild, I really dig the art style and the whole visceral nature of it. Comboing is indeed hard, I guess this is more of a practice matter.

Submitted(+1)

A fun combo game. Always swinging and being able to cancel after a long jump can be annoying at times. Swinging from person to person feels great but the game could benefit from more juice.

Submitted(+1)

Cool mechanics. Took me a minute to get the hang of them. I really like the monochromatic pallette and artstyle. The possession felt a bit clunky, I much preferred the dash and chain. I wish there was a way to jump and then cancel instead of swinging. So I can get across the stage if there aren't any enemies in the middle. The hitstop effect is really nice though and when you DO chain the game feels awesome. Gets really hectic. Good fun!

Great job!

Submitted(+1)

yooooo this is RAD. I love the mechanic design, going from the regular swish to the possession mode. This is just fun. The ramping up music is nice and not too distracting, and the knock back on the enemies if you don't accurately get them is a nice touch. would play if dev continues :thumbsup:

Submitted(+1)

Nice game but you definitely need to get hang of it. Skill based game, I would say. But the implementation and art style is great, the music fits well. The only thing that maybe could use some improvements is main menu (button style).