Play game
Charge Forward Please's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/196QEJcE5Wp2FyI6XCuDuTfd_oAKfco1Wqtk0abScFHQ/edit?tab=t.0
Have you checked that your GDD is publicly accessible ?
Yes sir!
Is your game set to public on itch.io so we can see it?
Yes ma'am!
Summarise your game!
As the player character runs wild, you manipulate her movements by swinging the sword around.
includes a tutorial and two stages.
the idea is to try to finish a stage as fast as possible to get the highest rank at the end.
Controls:
WASD - for directional controls
R - reset stage).
SPACE - pause gameplay
ENTER - return to titlescreen
press R in the stage-select screen to change the direction associated with certain moves .
Please explain how your game fits the theme:
Taking quite a literal interpretation of the theme,
instead of controlling the one wielding the sentient sword, the player will take the role of said weapon itself, guiding the hero instead. Making you (the player) the literal weapon.
Is there anything you'd like the judges to pay particular attention to?
Is trying to find the most optimal route fun?
Did the tutorial convey the primary mechanics well?
Did March try her absolute best?
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Comments
I'm really glad I tried this game out! Flinging March around with the sword feels good, the story's fun and lighthearted, and the high-speed gameplay is very very cool. However, I'm a bit of a rubbish playtester and can't get past any of the levels (aside from the tutorial) no matter how hard I try. There's not enough sanity for me and I get really lost and stuck in some of the pits. Though, of course, this can be pinned on "skill issue." Great game, I want to see more come out of it!
Thank you for this uplifting comment.
It is true that I did design these levels perhaps a bit too difficult. I wanted to to encourage the player to learn how to move around as fast as possible.
Right now I see two options to improve your player experience.
Would you prefer there to be more sanity to finish stages or an option which makes the sanity only go down when hit by monsters?
(Not guaranteed to implement one of these, but it helps coming up with a way of making the game more accessable.)
Once again I would like to thank you a lot for this feedback.
I am also thinking of toning the difficulty down and unlocking a hard mode after finishing a certain amount of stages, (imagine world 1).