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Impetuous's itch.io pageJudge feedback
Judge feedback is anonymous.
- The design document is clearly organized and approachable. The game's theme and the intended gameplay experience are described briefly. Interesting to consider parrying bullets instead of fully dodging them as is typical in a bullet hell. The game's mechanics are outlined and described, but no images or animations were included. While playing, the mouse button didn't seem to do anything, but I was able to wave the mouse around the screen to move and attack enemies by running into them. Because of this, I wasn't really able to engage with the parrying mechanic except by accident, but I did get through several levels by just wildly waving the mouse around the screen. I liked the variety of enemies, and I enjoyed the boss level. The levels themselves could use some visual distinction to really show when you've completed a stage. Definitely room for additional levels, and there's a possibility here for adding in additional abilities or powers to expand the concept with additional development, if desired.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1-OGGBQ2l7TclEe_hdoGMev4UUmig_hMfhcpoO43LfJo/edit?tab=t.0#heading=h.lr899156xjnx
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 sentient sword that must drag its *useless* wielder to victory. The controls are just the mouse and left click for a small dash. The story was supposed to take place on a floating island and you are supposed to kill the demons that are living on it. Had issues with time so had to scrap all the dialogue which means no story inside the game at the moment.
Please explain how your game fits the theme:
The player controls a sentient sword that drags its wielder
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Comments
Mainly liked the boss fight, I think the generic levels before that mainly felt a bit like a chore to get through. I think the main issue I had was the hitbox just feeling off a lot of times. If that was a bit more consistent it would have been way more fun. Nevertheless I really liked the multiple phases of the boss and the idea behind it, great job!
Thank you for the feedback! Yea i've had the same feeling honestly, i've thought about adding more variety to the levels with perhaps some objects or different types of enemies but we were running short on time and decided to scrap it. Maybe in a post jam update. Glad you liked the boss fight though!