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A jam submission

Shade Knight CounterView game page

counter attack the enemy by timing the enemy attack
Submitted by TheRulerMeasure (@TheRulerMeasure) — 16 hours, 35 minutes before the deadline
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Shade Knight Counter's itch.io page

Results

CriteriaRankScore*Raw Score
Artistic Style#4014.0004.000
Playability#8043.0003.000
Theme#13302.0002.000
Cleverness#14712.0002.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • I really liked the animations and art in your game. For the content it had, it felt relatively well polished. I would like to have seen your game lean into the theme some more, expanding on shadows as a game mechanic and adding alchemy in some form. It also could have felt better to play if the animations lined up better with the parry/counter-attack window. Still was enjoyable to play - well done!

Did you include your Game Design Document as a Google Drive link?
Yes

Seriously... did you include your Game Design Document?
Yes

Is your game set to Public so we can see it?
Yes

Tell us about your game!
The one versus many fighting game focusing on counter attacking.

The control has two simple direction inputs (left/right) to make the character blocks left or right.

The player can counter attack the enemy by using block slightly before the enemy's attack lands.

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Comments

Submitted(+1)

Honestly, what a incredibly fun game! The music is nice and the sound effects are crunchy and satisfying! The visual effects also give nice feedback for the entire process of the battle!

The gameplay is so simple and yet it's so well put together that it's inevitably fun!

The only tiny piece of feedback is, the perfect timing is during the enemy's swing. As the warning flash is fading away and the enemy is about to swing, if I put my shield up in this moment, I take damage. Wouldn't it make more sense that my character would block that instead? Considering that I'm putting my shield up too early instead of late?

Nevertheless, when you get the timing down, it's super super super fun. It's got no glitches and the character feels reliable to control, which is important for a game like this.

I really enjoyed this one. Great work!

Submitted(+1)

It’s a fun little game! All the sound effects and particles make the gameplay feel really juicy!

There are a couple issues that make the parry mechanic not as intuitive as it could be.

The biggest one is attack telegraphs. You telegraph the attack itself, but not the parry window. Which means you can’t just react when you hear a sound and see enemy move, you need to delay a little. And you have to just feel it out, there are no easy-to-read indication for that delay (animations don’t count, they are hard to see).

Interestingly, it is easier in normal mode because you can get into a rhythm. But normal/hard mode has it’s own problem - you can get stunlocked into dying. I think game locks you into animation but also buffers your inputs, and so you can get stuck in a loop of getting hit again and again.

I also wish there was an indication of how many enemies are left, and how many more hits each enemy needs. Or better yet, I wish enemies took only one hit to kill, it would be much more satisfying.

Overall, it’s a very fun, if a little unpolished, entry!

Submitted

this shit would go hard in the computer lab ngl. really fun game!

Submitted(+1)

I really like the concept! It felt like a rhythm game where each counter was timed to the beat 

Submitted(+1)

Tough but fun game. Love that it has a Dark Souls vibe! You have to figure out the pattern the enemies are attacking and time properly. Nice!

Submitted(+1)

A nicely satisfying game, the hitstop when you do a counter give the game a good feel to it. Pretty challenging and almost bordering on a rhythm game, but I enjoyed it. For a full game, more enemy types would be cool, perhaps they'd get introduced over a series of levels. The audio design was also very nice, well done :)

(+1)

Good game. I think the mechanics were well implemented and unlike most people on here you didn't for the game into Fullscreen which is great and made me enjoy your game more. 

One thing I should add but some might skip the tutorial section like myself so feel a tutorial at the beginning of the level would of been better implemented and just had a bool to check if u had done the tutorial or not so didn't repeat again if u played it again but I am sure u did well for the time u had. 

Submitted(+1)

AHHH! The RAGE!!! Im Not good enough to Play this!! 
But I think its Fun of you are good enough. Nice Art as well, well done!

Submitted(+1)

This was quite fun. It's challenging to get the timing just right. I like the little bobbing animation for the knight. Well done!

Submitted(+1)

Oh god I suck so much at his, is like playing Sekiro (I suck at that too) Literally tried 4 times to pass easy mode, not landed one hit ahahahah.

I belive it's very fun to someone who can actually play this genre, but I only sense RAGE boiling in me.

Well done ! Art is easy but nice, SFX really good and on point. There is a single pixel floating on top of the shiled, but maybe I noticed that because I couldn't hit a single mob even in the tutorial LUL. GG

Submitted(+1)

A fun little game with an interesting and challenging main mechanic.

I am missing the alchemy part of the theme.

Also the GDD is rather short, and doesn't really tell much besides what you have made.

other than that, good job on making a fun experience :)

Submitted(+1)

Great work! I really liked the counter mechanic you had, it felt very responsive and was quite fun to try and master. I also quite like the art! Keep up the great work!