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A jam submission

Blade and BlastView game page

Submitted by t3snake — 8 minutes, 14 seconds before the deadline
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Blade and Blast's itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1wnLNwVXqLqfMdIXvTZinHJSwL2ukFpUwJ8snkHF2zP8/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!
Top down action speedrun type game.
Kill all enemies using your sword (slash and dash) and your shotgun(shoot). use cursor around character to shield fireballs.

Please explain how your game fits the theme:
You are the weapon who wants revenge on all monsters and have the ability to make it reality.

Is there anything you'd like the judges to pay particular attention to?
General polish end to end is what i focused on most for my 2nd game jam. The overall game is mostly simple and I couldnt do thoughtful level design.

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Comments

Submitted(+1)

Nice. Simple little game. I liked the after image when dashing and I liked the push back when shooting the shotgun. Personally I think things are just a bit too turned up. The controls while responsive, the pushback/dash easily felt like too much. Trying to beat the fire goblins was tricky! Shielding with the cursor felt a little unintuitive but it worked. I wish the shotgun had slightly longer range and less player knockback, felt like I was made out of paper. 

Good job on your game! Keep working on it!

Developer(+1)

Thanks for playing and your feedback.

I was also aiming to make a speedrun game, which would require dash and shotgun to go faster/cover more ground. But currently I also felt that it does not feel very intuitive in a basic hack and slash setting.

Shielding with cursor can put some challenge if fire goblins surround you, but I am not sure of the mechanic overall.

Submitted(+1)

Good start! Congrats on your second game, keep building on it!

Developer

Thanks for playing!

Submitted(+1)

Nice little game! Greatly polished, haven't seen what I can really break. Combination of a speedrun timer, movement responsiveness, and camera speed made me want to really fast which didn't combine well with how the game was structured. Using mostly dash to not lose that sense of speed I haven't really touched other mechanics. Going slower the second time gameplay had more thought put in it and was not as dizzying. Shotgun is a bit strange, small attack area and it sends you really far in an opposite direction which usually ends in getting hurt by enemies.

Good job! Keep making games and improving!

Developer(+1)

Thanks for playing and your feedback!

Yes what I had in my head did not translate that well, I wanted dash and shotgun to be offensive and movement abilities at the same time, but I cant say I could use shotgun to make my time faster. I also did not put much effort in level design so shotgun is just an extra dash without the invincibility. More tuning would be required to realize what I had in my head.

Submitted(+1)

The art was nice, the animations were smooth and the gameplay was simple but worked.

I really disliked the camera, as for some reason the square to show where you were facing kept wobbling around, basically having permanent motion shaking. If the game was any longer, I feel like I would be puking. The camera also feels way too smooth, I get that you’re trying to show the scene in front of the player, but in combination with the camera moving when the player moves, as well as with the mouse moving, it just makes it a mess. Perhaps a delay before the camera actually moves, and a range of player/mouse movement that the camera ignores would be good.

Should try to at least put some sound effects in, as I feel something as simple as your attack having a sound effect would be good enough.

I would see this being on minigame websites if more content and fixes were made.

Developer

Thanks for the feedback and playing my game!

I can be sensitive to low frames which can evoke the same feeling in me, and I am simply updating the position every frame to exactly where my mouse is, which does cause not smooth cursor movement, but did not know it could cause the kind of nausea you mentioned. 

I used a dynamic camera and put some code to make it work with controller and the code is not very nice, which I think is the weird behaviour I think a delay would be nice too. The camera with the fast movement is a bit weird! In fact I had to put a delay in the shotgun animation so the animation clearly visible, because in motion it isn't.

Submitted(+1)

This was a lovely lil' game!

The variety in the enemy movement and attack patterns was really fun to study and work out (yes, I died once on level 3, I was a bit bold), having to dodge some after they start to self-detonate, and close in and get aggressive with others before they completely overwhelmed you with fire. The movement was fluid, and the mobility options of the dash and shotgun being so dramatic in how far they moved you made it feel really unique.

It was cool to see you'd set it up for controller use, although I did stick to ol' trust keyboard and mouse. I didn't encounter any bugs while playing, it was nicely built!

You used the assets well to make the levels interesting to explore, the variety in height needing the player to hunt down the stairs while getting pelted was challenging.

The menus were functional and easy to navigate, I liked the font you chose and I didn't feel lost or confused by the game, which is easy to overlook when laying it out end-to-end.

Definitely agree that some music and sfx would go a long way, but totally appreciate that if you add one sound effect you need to do aaall of them, so I understand why it wasn't prioritised during the short jam time.

Great work, I had fun, and I hope you had fun making it!

Developer

Thanks a lot for playing and your detailed feedback!

I did spend some time on the controller support, but could not get menus to work with controller.

I would say I did not put enough thought on the level design, I would definitely like to be more intentional (but I have no idea how to get started). The stairs part was the only place where I wanted the player to loop around to the stairs, but enemy placement is mostly random.

Sound I feel is very important, but I was learning a lot of new systems and while I started looking into audio at the end, I could not make it happen within deadline. Music on the other hand I am a year deep into the guitar journey and don't think I can do it on my own, I would probably have to rely on someone else or use an existing asset.

Happy to see that most players did not encounter any bugs and liked the simple UI.

Submitted(+1)

The graphics are well polished, and the gameplay feels mostly smooth. I have a few notes, mainly sound. Idk if it just didn't load on my side, but I had no music or sfx as I was playing. I also couldn't tell if it was me killing the enemy, or if they blow up on their own. Something like hitmarkers or something would help. Overall, this is a great submission, especially for your second jam. Good work!

Developer

There was no sound, That was the major feedback around my first game jam and it was on my list, but it was too late by the time I started looking into sounds.

That is the one missing part, which looks obvious when I play other games with sounds, it does add a lot.

For the goblins it is instant explosion and for slime there is a small animation before it explodes. I never got around to deciding which is better, but I think hit markers would be the most obvious.

Thanks a lot for playing!

Submitted
Really fun! The animation is fantastic, the controls feel super tight, and everything is really polished. Great job!
Developer

Thanks for playing!

Also happy to see people appreciating responsiveness, which I focused a decent bit on.

Submitted

Very polished combat loop, clearly that was the main focus and it shows, it looks and plays well. Definitely feels unfinished though on every other aspects, and not sure how the theme applies here.

Well done!

Developer(+1)

Thanks a lot for playing!

I did focus most of my time with combat and UI. This is my 2nd jam so my goal was to actually finish a slice of the game, which I am happy that I did. (I did not have even an end screen in my first jam)

I hope I can spend more time on game design, level design, sounds (which I could have done but I just got too late) and maybe even my own art for future jams.

the theme interpretation was simply that you are a force of nature and thus a weapon yourself (like doomguy) but yes I guess the whole package doesn't immediately convey that and also it might be a boring interpretation.

Submitted(+1)

This game was really fun and cute! it was fun to run around whacking monsters, and the animations were really nice :) the controls felt good to use too ! the only thing is i was a bit confused on how the goblin fire attacks worked, but i still had a pleasant experience :D

Developer(+1)

You are supposed to block/shield using the cursor around the character. The fire itself was supposed to be homing but moves weird and I just kept it as is.


Thanks for your feedback :)

Submitted(+1)

This game was very responsive and the art direction is great! I found it pretty straightforward and easy to play. The dash mechanic was my favorite part next to the animation. Good job!

Developer(+1)

I spent a lot of time on the dash mechanic, glad you liked it!

Thanks a lot for playing and sharing your feedback!

Submitted(+1)

Love the sprite animations on the main guy and the goblin pyromancer, they look really great.

It's simple, but still fun, well done.

Missing the theme a little bit, besides the character being a knight with weapons.

Developer

Thanks for the feedback!
All credits for sprite animation goes to PixelFrog: https://pixelfrog-assets.itch.io/tiny-swords
I did do some aseprite hacking but I am barely a beginner in the art department.

My theme interpretation was basically doomguy, he is a weapon himself, but yeah there is basically no context.