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A jam submission

Drag n' SlashView game page

A bloodthirsty sword on a tavern-smashing rampage!
Submitted by 2jammy — 1 day, 16 hours before the deadline
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Drag n' Slash's itch.io page

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Hey! This demo was absolutely amazing. Everything from the intro to the gameplay really stood out to me. I was not expecting a possessed sword to go on a murder spree, and I definitely didn't expect it to be so fun. I really like the "dungeon room" system and the minimal UI. They keep the focus on the actual gameplay. The 3D modeling you did is also really great, and doesn't seem out of place with the colors. The shaky camera does take some getting used to, but I think it adds to the feeling of panic. It's a really well executed idea and game with no major playability issues. The one thing I would suggest is making the respawn not dependent on pressing one of the turn buttons, but that's a really minor thing for my personal preference. It just takes some getting used to. Overall, I really enjoyed playing and judging your demo. I could easily see myself playing a full version of this for a long time. Great job!
  • Color me impressed! I am insanely surprised but what you guys achieved here, even without the time constraints of the jam this is not a level that would be easy to achieve. The art looks great and the shader and lighting work give it a very distinct ambiance. And the simple UI brings even more attention to the great visuals. The control of the sword worked perfectly, every time I died was because I messed up. There was clearly a lot of effort that went into adding juiciness into the game. All the interactions having both visual and sound feedback adds soo much to the player experience. I'm a really big juiciness advocate, and your game got me impressed from the intro scene, where pressing the buttons had a sound effect feedback. It showed me I was in for a good experience right away. The attention to detail that was shown in this game is amazing. Really nice design idea of the sword itself going on a rampage, despite the wielder having passed haha. While short, the GDD encapsulated all the core parts. And, at least with the current state of the game I wouldn't see the need to go into more detail. It already includes all the important aspects of the game. I will be very picky with my constructive feedback, but that is only because of how good this project was. I am not sure if it's a good idea to have the map only show in the initial room. Especially if there are later levels that are bigger, it could get out of hand pretty quickly. Instead of the respawn needing to use a turn input to happen, I believe a small timer with an on screen countdown would yield a better experience. I'd recommend making the sword slightly jiggle, even if it's just visual and not the actual hitbox, while flying. This makes the movement feel much more natural. Overall you guys did a banger job! Not only is this already a great experience as is, but I can definitely see the potential of expanding this game into a full launch. Things like skills for the sword, more variety of obstacles, enemies and rooms would be some of the things that can be focused to expand the game.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1qOFHF2huSMrfB4F6JXu2FTUdeKuQAX_xjGJrqHY8bJY/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 player controls the sword, which the dazed knight holds on to tightly. The goal is to catch all the other customers of the tavern. The challenge is the maze-like game area and the traps, which the player needs to avoid.

Controls:
A & D / Arrow Keys to turn
Space to pause

Have fun playing the game!

Please explain how your game fits the theme:
The player is the sword, so you are the weapon.

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Comments

Viewing comments 24 to 21 of 24 · Next page · Last page
Submitted

Got a time of 3:59 with 18 death first try, probably a very bad score XD. Anyway, this is surprisingly well done and polished! I love that you enforced the player understand the controls way before the gameplay starts. The lowpoly artstyle is just fabulous, and brings much charm to the game. The game itself is a bit hard to master, especially doing it with minimal deaths, and this level of challenge is just perfect. Well done!

My only criticism is the fact that nowhere in the game it's explained that only the sword has hitbox, and I died a couple of times just because I am dodging with the poor guy in mind too. This should not be a difficult fix and probably just some text. I would also suggest that there should be a prompt for restarting, and I was caught off guard when you respawned immediately when pressing A/D.

Anyway, this is a very polished game, and I can't believe this was made in 2 weeks along. Well done!

Submitted(+1)

You guys made a very satisfying game. The graphics and audio were on point and I never hit any mechanics issues. Well done!

I would be interested where this game would go next if it was continued after this game jam. Could be interesting as a rogue-like or a puzzle game. Maybe add challenge rules like you can’t loop on your old path. Potential!

Great job making this in 2 weeks!

Submitted (2 edits) (+1)

This was challenging but fun. I got lost for a second there and the camera made me feel like I was drunk but that honestly might actually add to the immersion!

Submitted(+1)

The concept of the game is really solid, like snake but more fun! I would say my only feedback is on the level design. Areas with saws should not have hallways before them that are too narrow to loop in. This makes it feel more like RNG and less skill based whether you die or not. But overall the game was great and I liked the art a lot!

Viewing comments 24 to 21 of 24 · Next page · Last page