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Hexblade 2's itch.io pageJudge feedback
Judge feedback is anonymous.
- Playability - Polished, bugless! I think in the game over screen you should accept the Jump Button as in input to continue - Continuing puts you at the beginning of the game? Damn... it really should be at least at the entrance of each level. - It may be intentional but I don't like trying to face the right direction while attacking mid-air makes you move forward, and holding backwards in the air switches your facing direction. Makes it a bit of a waiting game when fighting enemies: Stand still, they get in range, full-combo, repeat. I would love instead if I could have a more active role in spacing by not changing facing-direction if I'm mid-attack. - If you crouch and jump, you remain in the crouched state as you go up. Could be interesting tech, especially if you give it different properties/animation. - Walljumping is very annoying currently because you have to press the opposite direction nearly frame perfectly After jumping off the wall in order to get the max height and distance required for certain platforming sections. You have coyote timing, I'd recommend introducing an input buffer for walljumping or changing the launch angle to be the desired 45deg angle while you're holding into the wall and press jump, then allow players to drift back into the wall after a couple frames of control lock if that's what they want to do. See Celeste. - I think I might recommend reducing the hitpause very slightly. - You can probably accelerate the falling part of the jump arc if the player lets go of the jump button so that it feels a bit more responsive to control. https://youtu.be/yorTG9at90g - This is a hunch based on a bit of experimentation but I suspect that you don't allow sub pixel positions for the player character and because of that it sometimes feels stiff to control the character. https://www.youtube.com/shorts/FCJWPYqV0TI?t=38&feature=share It depends on the vision you have for this, so I won't say if it would or wouldn't be good for your game to adopt a more lenient approach. Theme Implementation - Your premise fits the theme! A person being the weapon has been done quite a bit, but that's fine. Cleverness - I won't complain about how much you managed to fit into your game in just 2 weeks, it's already quite an impressive feat! However I will make some notes on what could be interesting to add in/what direction you could take this game. - Having more in your moveset will go a long way in making your game more fun to play. Maybe when you crouch-jump attack you start with Attack2. Have a crouch attack. Have delay-input attacks. Have hold-input attacks. Have light vs strong attacks, and different attack strings when you put them together differently. I Highly recommend checking out BlazBlue Entropy Effect for inspiration on this front (or any hacknslash such as Bayonetta). As it stands, all I can do is Attack Attack Attack right now in your game. Castlevania and Megaman are great games but I do think they show their age when it comes to their combat. Artistic Style - You kept on-screen pixels the same size, something I noticed a lot of other pixel art entries neglect. - Great animations, lots of juice, anticipation, good poses, etc. Little details like the puff of dust when jumping, the flares when you hit, the hit pause, etc. all contribute to the game feel very well! - Great job capturing that retro feel with your color choices! I think the MC and the enemies sometimes stand out from the environments, perhaps a lighting pass could help unify everything a bit more. https://youtu.be/vOXrrEvYUVg A seriously impressive entry, I hope you take this project further, it has some good bones! Thank you for participating!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/15I3Hnezq6Iog569yQ_Fxa9GOX6JaXwRpVChyHZYxUx0/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 game's mechanics are inspired by Castlevania, Mega Man and Blasfemous, where the player controls Kris, a warrior with the ability to transform her limbs into blades. She is the daughter of the Blademaster, a powerful ancient being who wishes to be resurrected. This prototype has only one level, and I didn't have time to include the cutscenes and stories. I DIDN'T HAVE TIME TO FINISH IT, but it is a playable prototype.
Please explain how your game fits the theme:
The protagonist was created by a powerful being to be a living weapon, with the ability to transform parts of her body into melee weapons. She refused to follow her creator’s orders and tried to live a mundane life, but fate forced her to put her skills into action.
Is there anything you'd like the judges to pay particular attention to?
The scope of the game was bigger than I could do in these few days alone, so I know that the game not being complete and having some bugs will affect the outcome, but I still thought it was worth participating to gather feedback and then make adjustments after the jam. Thank you very much.
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Comments
good wish there was more evasive movement like a doge or a dash
There was a dash, but I removed it because it had some serious programming bugs. After the jam I will implement it, even if it is just a power up to be acquired. Thanks for the feedback.
I really liked the how the attacks feel. The animations and art are really nice too.
Thanx a lot! :D
I think you know you have a good game on your hands here. This would have killed on the NES in its day. My biggest feedback would be to make the wall jumps feel better. Having to hold one direction and simultaneously push the other direction at the same time as jump was a lot for a simple wall jump. Other than that one minor thing, I really enjoyed it.
Thanks a lot for the feedback. I haven't had time to refine the wall jump for jam, but in the next update it will be a bit simpler.
Neat game, I was able to beat it. The art was really cool and I enjoyed the music.
I would lock the Player direction after they start their attack anim.
For the wall grab, might want to give the player a momentum push away from the wall when they jump to assist with movement.
I’d add an extra corridor before the jumping boss or special tile to inform the player of the danger to entice them to go “right” to the check point first, or make the checkpoint the room before the boss.
The final boss has a really cool design. I think the timings need a bit of adjustment. The opportunity to attack between boss attacks is very small and that would be alright if bosses had less health. The final boss flame attack can end and while you are walking to it to attack, the flame attack can start back up giving you maybe one slash at it. When the tentacles are popping out of the ground, I don’t think they should be fully random. This could surround the player and then hit them by appearing on them. There should be a second when the tentacle goes does before another can pop up to allow the player a bit of time between attacks. There’s an invisible ceiling during the boss fight too, so it seems that you should be able to jump over the top fireballs but can’t.
Thanx for the feedback. The walljump mechanic is something I want to work on and refine with more time, but for the jam it was what I could do. I also didn't have time to balance the chess pieces, especially the last one which was done in a rush. I liked the suggestions, especially regarding the tentacles and the combo not changing direction.
Great job! The presentation from the art to the sound design is great, and the mechanics/combat are simple but satisfying. The level and enemy design is great as well. The gray blocks that you cling to are somewhat buggy to jump between, causing some frustration especially when having to jump across multiple to climb up a small pit. Good work overall!
Thank you very much! The wall jumping mechanics are a bit complicated, because you have to jump first and then press the directional button, which is not very intuitive. I'll try to find a better way to do it.
art is SO GOOD!! vibes as hell!!! love love love !!!!!!!
I'm glad you liked it, thanx! :D
Really polished for a 2 week jam! Art direction is on point. Unfortunately jump and pause seemed to have been bound together on my controller lol, but playable with keyboard (I'm just bad at platforming on keyboard...). Really fun entry though thanks for sharing!
Thanx a lot for playing! :)
ACTUALLY PEAK!!!! Insane amount of content given the time-frame, and the game feel is amazing. Sound design and attack animations sold me on it immediately. This is seriously professional work. The final boss felt like a big step up in difficulty from the first two, but could be skill issue. It took me quite a few attempts. The tentacle phase felt pretty rng, and I found that I was just hiding on the wall during it and waiting for the fire phase where I could get a few hits in. Great work!!
I'm glad you liked it. I didn't had time to make the balance of the bosses and the everything, but I'll work on it. Thanks for the feedback! :)
This is a lot of fun, but jump grabbing on the wall is frustratingly hard.
Yeah, first jumping and then indicating the direction is counterintuitive, I will try to work on that. Thanks a lot for the feedback. :)