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A jam submission

Thou Art Mine WeaponView game page

Submitted by BoredSkeleton (@garrett_hobson) — 10 hours, 47 minutes before the deadline
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Thou Art Mine Weapon's itch.io page

Judge feedback

Judge feedback is anonymous.

  • A fantastic start to a game. The game has a nice intro cutscene that i wish extended a little bit longer and slower towards the end but it introduces use to the main mechanic right away. The enemies having unique variants based on the the enemy defeated was super cool, making an active effect on how i progress through the level. Had a small bug with the low health mobs that drop 1 damage swords that did no damage, but that was a known bug that's not easy to replicate. The games art style looks great for the monster designs and shop keeper, but the knights feel a little to basic. The GDD was a little lite on graphics aids that give visual representation to the mechanics. Overall a fantastic start. Keep making improvements as i want to play a full release of this!

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1gC1Rxo21LRTI2IDdlf5wNIa4IVIKJjIPukxw2uoG9Zg/edit?tab=t.0#heading=h.lea9gycdtn7f

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!
Thou Art My Weapon is a top-down action game about turning defeated enemies into new swords! Use WASD to move, Mouse to aim and attack, Q and E to switch weapons, and Space to progress dialogue.

Please explain how your game fits the theme:
I interpreted "You Are The Weapon" as something the player says to their enemies, declaring that they are weapons now, and turning them into swords.

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Comments

Submitted(+1)

Right off the bat, I really like the intro cutscene, and especially the concept of shouting out the spell to get a new weapon! It's something that I really enjoyed throughout my entire play session!

The enemies have enough different aspects in their moveset that makes each one of them feel unique. The same goes to their weapons, of which I separated one for lower enemies and one for harder enemies, like Clompus. 

One of my favorite unexpected inclusions was the Shopkeeper! It initially freaked me out and I thought it was a powerful enemy, but it was awesome discovering that I could get swords that were otherwise unobtainable. I even took the boss' sword to him and was delighted that there was a shopkeeper equivalent to that, too!

Speaking of the boss, it felt a bit hard to tell how big the boss' attack range was. It felt to me like his attack box was pretty big and would catch me by surprise a few times, so having some sort of visual indicator for his attack area would be nice!

Sadly, when I destroyed the final door and went through it, the screen went black and it got stuck in a black screen, playing the dungeon music. I was unable to see the actual ending cutscene. However, I still had a really fun time with the game and I really like the idea. 

Awesome game!

Submitted(+1)

Interesting concept and implementation. Loved the cut scene at the start but wish there was some music or SFX during the dialog, felt very empty. The gameplay was interesting and monster variations were great. The only thing I didn't like is that weapons disappear pretty quick (From comments found out that you can tap SPACE to make the timer reset but thats unintuitive) and that it takes forever to pick up new item. "Progress" or "Time" bar is hardly visible. If you would change the color to something more bright I think it would be a lot better. Another thing I would wish for is that dialog boxes would be styled a bit like custom font/borders/bg color/etc... I am assuming that you just didn't have enough time to polish it all :) Overall the game is interesting and has room for growth. Great job!

Submitted(+1)

This is very nicely done! The concept is great and the gameplay is smooth too! I like the fact that it really forces you to change weapons frequently, though I still tried to keep the first weapon out of spite. Almost cost my run though.

Can't really add much, but I do think the weapon disappear quite quickly. It's not a big deal of anything but it sometimes get a bit annoying when I try to really squeezing the last bit of my other weapon before picking up the new one, and that just despawned.

Anyway, well done!

Developer

Thanks a lot for playing!

If you tap space to capture an enemy, it resets their despawn bar which technically lets you add infinite time to look at their weapon, but nothing in game tells you this so I can't really fault anyone for not realizing.

Good instincts on keeping the starting weapon! The ending is slightly different if you make it to there with that first weapon.

Submitted(+1)

Cool idea. I like this idea of getting weapons made from enemies. I do wish the weapons stayed just a bit longer so I can evaluate. Really just kinda ran around till I had weapons then pressed on without really caring about that tooltip. I did encounter a bug with one of the weapons hurtboxes not seeming to work which is unfortunate, but is what it is. I think another cool idea would be to implement different attack patterns for each weapon. So rapier attacks forward. Another attacks in a circle so on and so forth! The SFX and music were simple and cool. I enjoyed the art as well!

Good basis to iterate on! Good job.

Submitted(+1)

really nicely implemented idea. Sometimes the weapons on the ground go away too fast before i can read them and make the decision to pick it up or not. Good foundation of a game where you can expand more on the combat system later.  The ui elements look really nice too! Good job!

Submitted(+1)

I like how you interpreted the theme. very clever. and the gameplay is great too! well done!

Developer(+1)

Thank you for playing! I'm glad you enjoyed it!

Submitted

Everything about this game is awesome! Why did my buddy have to sacrifice himself to become my first weapon? Even worse when the sword broke! ;-;

Developer

There's hope yet for Sir Oriel, try to beat the game with his sword intact!
Thanks so much for playing!

Submitted

Super nice and polished!

Developer

Thank you for playing!

Submitted

I had fun! 

Developer(+1)

Glad to hear it! Thanks for playing!

Submitted(+1)

Had good fun with this one! The art, firstly, is very good! The concept is fun and easy to understand. The boss was simple, but not boring. The main complaint I have with this is that there is very little incentive to get new weapon or use the mana that often. The breaking system was a good first step, but perhaps giving mana a different purpose, or allowing the player to throw weaker weapons for more damage would help with this!

Developer

I agree, I was considering ways to better utilize mana by the end of the jam, but didn't have any time to implement any solutions. I was thinking about having every sword have a unique spell (thus reinforcing the uniqueness of all the swords) that cost mana to cast, but didn't get any further than the ideas-phase on that.

Thanks for playin! I'm glad you enjoyed it!