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A jam submission

Weapon CrawlView game page

Submitted by Ragtag Goblins — 4 hours, 2 minutes before the deadline
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Weapon Crawl's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Its and interesting take on a roguelike. I can see that you had more planned but the basics of the game are here and I can see that it has potential. One thing that just doesn't feel right is the way you attack. Having to move you mouse back and forth to attack just feels kind of unwieldy and i ended up resorting to just waving my mouse around as that worked best. I think a click to swing would make it more of a timing based combat and would feel better. Keep working on the game I would like to see more of the levels and the bosses you have mentioned in your GDD.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1gw0dMsq1A2wryEVWyBhPLkj5eUhHJW7jMEGjCdErR8Y/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!
- Move with WASD
- Hit enemies with your blade.
- Avoid getting hit on your hilt.
- The goal is to kill all enemies.

In time we want to make a complete roguelike with the possibility to find upgrades and also to find new armaments to control with different stats and hit boxes.

Please explain how your game fits the theme:
You control a weapon in a dungeon crawler roguelike. You quite literally are the weapon.

Is there anything you'd like the judges to pay particular attention to?
Multiple members of the team had unexpected personal issues, thus development time was cut down and another member was hindered in trying to do their work. We have learned from these issues how to better communicate with one another and how to adjust our work around such obstacles. Our work is not the finished product we had envisioned but we believe we accomplished the core aspects of what we wanted to create which we can build upon in the future.

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Comments

Submitted

Good premise, the art for it was pretty nice. A problem I had was the enemies blinking on hit. The timing for it felt off (Maybe changing from turning invisible to a different shade of the sprite might work better?) and I wasn't too sure if for hitting enemies I needed to rotate the blade through them or if keeping the blade on them dealt multiple hits. I think with some tweaks you could really polish what you've made, conceptually the idea is quite good.

Submitted

Basic functionality is good. Liked the couple enemies seen. Promising start