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Lil Stabby's itch.io pageJudge feedback
Judge feedback is anonymous.
- Wonderful game, it was a lot of fun playing it. Feels like something straight out of Armorgames GDD The GDD was clear and organized. I could understand the document easily. The list of tasks was particularly helpful to have insight about the creation process. Gameplay Usually I do not like games with time limits, but it was very generous. Mixing the time limit with the health was a particular mechanic that I enjoyed. It makes the player consider if it's better to fight or try and change hosts. The danger of bleeding out at the end of a level adds to the feel of the game. Very forgiving difficulty, easy to learn but deceptive to master; most of my deaths were when I tried to clear the levels faster and faster. Good fast pace; the knife throw mechanics give room for creative plays and faster gameplay. very intuitive. I could get used to it fast and cleared the first run in 01:23 and fluctuated around a minute on the other runs. Adding the timer at the end is great for people that want to keep track of their PB. Daisy chain the knife throw was very fun, and the desperate last-second throw plus charm was really satisfying to pull off. The difference in gameplay between the enemy types feels good with the variation in attack patterns, damage, and speed. Menu Charming menu, simple and well-designed to the pirate theme. Art Very good ambiance. The enemies are well represented and easy to tell apart. The environment is very well done; I can see the depth of piled-up obstacles, and the positioning of the props to create the layout feels like it could be found on a real ship. Sound design The sound effects did the job well; the swings and the charm felt well balanced. The music is really good, short and simple; the loop felt great, with small changes here and there that kept it from feeling repetitive. gave the game a very good ambiance. I left the music on loop while writing this feedback. Level design Functional level design, the hit boxes are spot on, and the way obstacles are arranged, it gives the feels of a real ship. I absolutely loved the fact that I was climbing the decks of the ship, crawling from victim to victim, until I reached the wheel. Feedback On the menu, when the game is cleared, the sliders reset to the default position. Restarting with R does not cause this, only a full game clear. On the level 1-3, you are swarmed at the entrance as soon as it loads; it's a bit hard to get your footing if you don't know what to expect. The charm mechanics keep it from being frustrating. Little danger to the player as a dropped knife, but I believe it will change with the implementation of the charm cooldown, as per the GDD. Some issues with the attack hit detection of the slasher; sometimes it did no damage. I found a bug! On one level a stasher pushed me out of the boundaries of the boat, and I got stuck in the water. The fast retry button minimized it. Being able to change hosts with the charm as soon as you died created a scenario where it was better to stand and die to an enemy and immediately charm to pick a full health host. If the player objective is to do fast clears, this strategy would not be good.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1KLMZ9LTFrSwYngKA_1EPavIvqqk7LBH-eVcu2pbVOwc/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!
Lil Stabby is a strategic top-down slasher in which you play as Stabby – a cursed dagger looted by an unfortunate crew of pirates. Possess your enemies, use them to fight, and take over their ship. But use those poor souls sparingly to not become stranded without a living vessel!
Please explain how your game fits the theme:
With a literal approach to the theme, you are the cursed dagger which in itself is inanimate and powerless, but once picked up controls whoever holds it.
Is there anything you'd like the judges to pay particular attention to?
How do you feel about the potential for skill expression in this game?
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Comments
This is really clever. I love the mechanic. It made for nice little puzzles with a real sense of action. The art is great too.
Way too short (understandable in a game jam) I had a blast playing this! Cool mechanics, smooth controls and a fun concept! Great job!
We thought of making a game simmilar to this. It's absolutely a cool concept but I'm lacking a sense of difficulty or "fail state" in this. Maybe having to beat a level within a time limit would be nice? The way it is rn I found myself just not caring what my current hosts hp was at since if they died i could just call the nearest one too me anyways. But i really like the theming! Cursed ghost blade some pirated found is a sick idea for this type of possesion hopping game
I like the concept and play style of the game!