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Soul Weapon's itch.io pageJudge feedback
Judge feedback is anonymous.
- Really fun idea! The art style is simple, yet charming and gives plenty of room to move around to dodge attacks, the campfire sounds are really cosy and the enemy sounds when getting hit are not annoying or overbearing. I'd like to see more upgrades when in game, killing enemies and collecting souls could maybe grant points that you can spend to upgrade weapons or perhaps you could merge weapons to increase them in power, that way, you could throw tougher enemies at the player and have them be able to prepare for it. I'd also would like to see some background music. A little bit of fitting music can go a long way for games! All in all, really well done! Keep it up! I am looking forward to seeing you in the next jam!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/e/2PACX-1vSjICWoD8JBV9xqIpwBMMC82UR3fPXUjSYxAXLRJgmC2KM3hfsD-QgxHT0i-Ggu31_dsDg_0HP8yygs/pub
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!
fuse with weapons and posses enemies you are an soul of an warrior that can only think of fight
Please explain how your game fits the theme:
fusing with weapons and possesing enemies is like extending yourself witch fits with idea of you are the weapon
Is there anything you'd like the judges to pay particular attention to?
how you feel about the main mechanic of weapon fusing and possessing of enemies and what could i change about it
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Comments
At first, I played and finished the game thinking I'd only be able to possess weapons. Imagine my surprise when I found out you could actually possess enemies and be able to use a second ability with each weapon!
I'd say the reason I missed this in my first run is that the game refers to the tutorial pathway as "Story", and the game also spawns you right next to the "START" panel. Since I wanted to experiment how the game felt, I naturally went towards "START" first. Making it more clear that that pathway is a tutorial could prevent people from missing any of that stuff.
I did also feel like the game could've used a bit of music as well. With that said, I like that all three weapons operate very differently from one another, especially the spellbook. Currently, there isn't much of an incentive to possess enemies, since staying as a weapon lets you continue attacking and you have a lot of health that way. The concept is interesting though, and I like the second attacks you get when possessing an enemy.
I also appreciate that you listed the controls in the pause menu. It's an appreciated touch.
This game has a neat concept, it just needs some polishing. Good work!
Tough to play without left-handed support, which is something pretty quick to implement in Godot (though I can certainly see it being out of scope for a jam!). Neat concept though :D
Fantastic idea, would love to see more of this game! I think the controls could use some work. I think everardxii's suggestion of WASD to move and Mouse buttons to attack would work very well. Also maybe Space for Fuse?
Otherwise great concept.
thanks for feedback
I've have read trough everardxii's suggestion and replied in depth under his comment if you want to check
I really liked it. Great concept! I completed it on 2nd try. Liked the weapons, thought the scythe was the best, the magic was a little underpowered. I liked how you did the menu, very interactive and showed how the game would feel even before starting, and very cool art style.
The mouse was the aim, why not use mouse button to shoot? q is a little quirky to press when using wasd. Was the 2nd attack not implemented or did I miss it?
Not sure if it was gamemaker but there were several lag spikes while trying to play, even to the point where I thought browser had crashed.
thanks for review
as for control scheme it was something i picked up from too much of league of legends so for me using button and mouse to aim is not something as weird but i get it not everyone has the same expirance. As for second attacks its locked if you're in weapon state (only attached to an weapon) but it unlocks when fusing with enemies. I was sure i explained it in the story part so I'm wondering if you did it or was my explanation hard to understand.
As for lag spikes it's probably because Godot compiles shaders and particle materials on load so i would need to implement loading screen on start to fix that and just simply did not have time to do that
Once more thanks for featback