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A jam submission

BloswordyView game page

2D Top Down Hack and Slash
Submitted by Huntoor, Mrz740 (@Mrz740), _Raptor (@_Raptorr), LVL, Drukko.wav (@drukkowav) — 1 hour, 22 minutes before the deadline
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Bloswordy's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Fantastic GDD, very clear and detailed. I felt the GDD could be handed to a dev team, and they could make a game following the vision. I would like to see a timeline of the time taken to develop the aspects of the game and the credits of who worked on it. I saw the credits on the page and in the game itself, but it would also be nice to have it on the GDD. Treat it as a standalone. menu: I loved the inverted T to represent swords. A small, clever detail that adds to the ambiance. Short, enjoyable menu music loop, and different music too. The menu art is great; I loved the style. Great to have the option to control camera shake. Gameplay The gameplay is pretty fluid and fast-paced, and the incremental difficulty feels well balanced. I have the game freezing a couple of times for a few frames, but it was not enough to lose the run. The indicators of when your HP is getting better really help to snap the player out of tunnel vision and save the run. The weapon charging indication is pretty well done, and so are the enemies. The enemy behavior, while simple, still gives a challenge at higher levels. The game is balanced; half my deaths were caused by my hubris. I enjoyed the fury meter and the effect when swapping after it's full. The indicator on the player when the meter is full helps to counter tunnel vision. Art Simple backgrounds with a few details, where the art shines, are on the enemy design. The weapons and armor are really well done, and I was pleasantly surprised when every hit they took, a piece of armor was lost. Helmet, armor, then death. This gives a clear indication of how much you can push your luck without relying on a health bar; that would be very confusing with a higher enemy count. Sound design Good variety of BMGs, fitting well with the gameplay, with an enjoyable loop. The SFX are responsive and feel crispy. Feedback gameplay The map needs clearer boundaries to the edge of the map. A few times I got stuck between the edge and a horde of angry knights; the edge of the map being the same color as the crossroads patch caused me some confusion. This could be solved by making the path cobblestone or adding a few rocks. A fence or a hedge marking the edges of the map could help. At the start, enemies take a bit of time to appear; I died a couple of times walking in the wrong direction looking for enemies. This is more like a nitpick and could be chalked up to bad luck with the RNG. The switching mechanics are a bit wonky at times; the selection fails to register sometimes. It would be better to have a single button on a highlighted enemy instead of one to select and another to swap. Adding a cooldown will keep the balance, since instaswapping will be abused, as shown below. The swapping can be exploited to change the intended gameplay. My best run was when I challenged myself to only kill by swapping. Art The background could use a few varieties of props. Some rocks and branches would break the monochromatic feel of green on green we have now. As mentioned before, cobblestone paths and fences would be a good ambiance addition. Sound The BGM stops abruptly when you die. Keeping the loop running helps the player to give it another go. Overall, very good job, team; I really enjoyed the game.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1QHbxwxDr4x_xZTNfp4kM1ifJNMAHgN4usRF7FpgpOKM/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!
You are a sword, forged by an evil wizard seeking power. He made a mistake casting a black magic spell, and now you have an unquenchable thirst for blood. Take control of enemies to feed off of them, and try to survive as long as you can.

Please explain how your game fits the theme:
The theme is interpreted as the player controlling a weapon instead of a character. In our game, you play as a sword that jumps between bodies and needs to kill to survive.

Is there anything you'd like the judges to pay particular attention to?
No thank you, and I hope u like the game :)

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