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A jam submission

Making A PointView game page

Climb the mountain, kill the wizard, how hard could it be?
Submitted by Laxxia — 2 hours, 25 minutes before the deadline
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Making A Point's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Making A Point was a standard Foddian style game with pretty triumphant sounding music! I found the first stage hard and ended up watching the video on gameplay which you included. It's always been very interesting to me how some people can make the jumping / turning midair process seem so smooth and calculated. This game achieved the feeling of 'wobbliness' that I like to get from the genre, and I found the control scheme required a little bit more thought to use successfully. The slipperiness of the hilt and roughness of the point were fantastic, and I appreciated how well that piece of information was passed without a tutorial. If i could recommend one change, it might be to implement arrow key movement for rolling, rather than click and drag. Thank you very much for this submission to Pirate Software Game Jam 16.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/12KaWjECTsCL4bEQ3ODcOoPKTXgYrX9W2oSmPwj34aZg/edit?tab=t.0

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 mighty sword. Having watched thousands of heroes wield your blade, and the same thousands fall before the dark mage, you've decided to take matters into your own hands. Climb that mountain, slash that wizard.

This is a game in the genre of Getting Over It With Bennet Foddy, it is a 'rage' game platformer where you play as the sword.

Controls:

Left Mouse Button - Click and Drag left and right to control your sword

Right Mouse Button - Click to dash

'R' Key - Respawn at the start.

'M' Key - Toggle Music

Please explain how your game fits the theme:
The theme was "You Are The Weapon" in my game you play as the sword and slay the evil mage if you can make it to the top of the mountain without arms or legs. Pretty literal interpretation of being the weapon.

Is there anything you'd like the judges to pay particular attention to?
The two core focuses that I had for this game were the feel of the movement for the character, and the level design itself. I'm aware of a few wonky hitboxes, but beyond those, I'd look to hear back on the actual gameplay feel, as well as the thoughts on the difficulty/fun of the platforming.

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Comments

Submitted(+1)

I really like the mechanics you have to master to play this game I spent nearly 10 minutes trying to make it to a rock and then i sent myself back a whole lot hahaha oops I might come back to try again, see if I can reach the wizard atleast!

Developer(+1)

Thanks so much for giving it a play! I really appreciate the kind words! Good luck if you  try again haha

Submitted(+1)

Neat game. Usage of Jam theme is on point. I liked your choice of music too, somehow captures the feeling of embarking on an epic quest and a heaviness which matches the feel of the controls. Nailed the core feel of the sword movement. 

For improvments, I'd strongly suggest implementing DJdevil8's suggestions for not holding the mouse button and having a boost cooldown/availability indicator. I'd also suggest adding a mouse sensitivity slider to account for different people's mouses.

Nice one!

Developer(+1)

The more I've been playing my own game, the more I agree with the left mouse click thing, I think it was just a...sense of control I wanted to have over when you were moving the sword, and yeah, I think adding a mouse sensitivity slider would resolve a lot of the issues, I just need to find a good maximum on it, as I think if you turn up the sensitivity *too* much you could cheese the game a bit with how the physics work. 

Thank you so much for playing and taking the time to leave a comment!! 

Submitted

Happy to help!

Regarding worries about sensitivity being too high and letting players "cheat" a bit

  1. I, and other players, could probably cheese it in the current state if we wanted to anyway - I've got a razer mouse that I can whack up to insane dpi.
  2. Idk how the physics works, but you could try something like writing a script that checks the players speed every frame and limits it.

Although I'm not that familiar with getting over it style games, I do think your game has potential to be rather good. Do work on it and refine it more.

Submitted(+1)

omg so much fun! I have a skill issue with these kinds of games so I couldn't beat it, but went as far as I could haha. these types of games give me a good laugh. great job!

(+1)

Love the concept as well as the execution - well done!

Mechanics are easy to pick up on, but will take a good while to master.  I'm sure this will keep dragging me back for more until I manage to beat the level, haha!

Submitted(+1)

I'm trying to play all the games similar to mine and so far I think ours, in terms of style, are the most similar. 3D world, 2D movement, rage based. Your game is BRUTAL though! I really got a feel for the movement system as I played it more and it was actually really fun! 2 small suggestions though:

1. I don't think you need to have the player hold down the mouse button to move, it should automatically move without holding the LMB. But holding it down could stop your motion. So basically the opposite you have it. My finger was getting tired lol.

2. some indicator of when you have your boost available. I got so frustrated when i waited a bit, then attempted a jump and I didn't have my boost yet. a visual indicator like the hilt lighting up or something would be amazing.

However I had a blast, I wasn't able to beat it, but I'm definitely going to come back and try again!

Developer

Thank you so much for giving it a play! I saw yours and its on my list as well to give a try!! I agree with your second point 100% a bit more time and it would have been in. Point 1 I was a little mixed on, I was thinking for accesibility it might not be great to hold M1 down, but some other part of me felt like having that 'control' of when you were moving the sword was what I wanted, its certainly something I'll have to revisit in the future and think about, thank you again!

Submitted(+1)

I'm guessing ya forgot about trackpad players? xP xD

Honestly, it's a neat implementation, and the idea itself seems to work nicely! A bit too hard for a bunch of us it seems, but it is a gamejam so I can imagine how difficult it can be to balancing difficulty for a gamejam. I practically cheated by adding a checkpoint system to mine xD.

As a fellow rage game submitter, I approve! :]

Overall though, great work amigo! <3

Submitted(+1)

Love the game, turned out really great, I really had fun playing it!

If you plan to make it a full public release, would be cool adding:
- Menus like options, start menu
- More SFX/VFX maybe some sort of dust for impacts, or wielding sounds etc.
- A less repetitive soundtrack. People will get audio fatigue too quick, if they'll hear the same song for too long along with trying to stay sane while playing the game xD

Overall, I love this game. It's simple in idea, mechanics, and turned out a great experience, especially for the gamejam.

Developer(+1)

I'm glad my priority list of like the top things I would have liked to add were your recommendations, makes me feel like I knew exactly what I was missing and prioritizing well, thank you so much for playing!! 

Submitted(+1)

Tough but fun! The environmental models look great as well

Submitted(+2)

I won't be getting over this :D :D great job I raged, I laughed, I had fun.

Submitted(+1)

The game was a lot more fun once I realized that the movement didn't exactly work the same way as it does in getting over it (having to move my mouse in the direction I wanted to move rather than in a circle). I made it just past the bucket on my attempt. The collisions felt good, but I think the game would benefit with an indicator of when your dash is available. Sometimes I would think that my dash is up, and then fall down because I realize that it's not. The only other thing I would really recommend is a sensitivity slider, as the default sensitivity feels a bit slow (I generally use higher sensitivity so other people could have different opinions on that, but a slider would be nice for a game like this). Overall, this was still a great experience!

Developer

Thank you so much for giving it a play! You made it to the bucket!!! So close to the end. I agree the indicator for the dash was something I wanted to add and just ran out of time, and yeah sensitivity once I ported to webGL got all messed up and my 'fix' for it made it a lot lower for some people and perfect for others, a sensitivity slider is a great idea! Thank you again for the feedback and fighting through the rage <3

Submitted(+1)

Getting Over It: Swordsman Edition

Good feel on the sword movement, just needs some fine tuning. Atmosphere and graphics were nicely stylized too.

Good game :D

Developer

Thanks so much for playing it!! The sword feel I HAD in unity engine, but the moment I ported to web, everyone had a different experience, its def my big  takeaway to figure out how to improve and account for in the future. Thanks for the feed back <3

Submitted(+1)

Unity bugs am I right? (web build times take forever lol)

Submitted(+1)

Didnt expect to play Getting over it, the game is nice.
I have just one little thing, maybe the mouse sensitivity could be higher, at first i though the game isnt working.

Great game!

Developer(+1)

Thank you for playing it!! The sensitivity certainly got weird when it got ported over to web, I thought I had fixed it, but it looks like its different for different peoples screens :/