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SouldBound Blade's itch.io pageJudge feedback
Judge feedback is anonymous.
- One of my favorite game series of all time is the Legend of Zelda, and one of my favorite genres of games is Twin Stickers, so this fit right in my wheelhouse, especially once I got the bow and left back into the other room to just snipe with the bow. The only things I would improve from the demo I got was to have the Hookshot stand-in aim similarly to the bow instead of basing aim on the way the body is facing, playing more into the fact that these are FORMS and not extra items that the adventurer is picking up (e.g. making the chests pedestals or orbs instead, so that it looks like a new ability instead). Moving on to the Game Design Document, all the sections I look for are there, but I question your description of the Target Audience. While it is true that having a vested interest in your own game is important, if no one likes your game, you fail. This is where having sections like the Target Audience are important. It gives a sense of the type of person that would be interested in this project and what your development choices should be geared toward. For this project, it could be “a casual audience who like hack and slash dungeon crawls like Zelda.” All in all, good work!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1jY1_K_eVco0aMoHt_PX2es3OTnjszIJf99yxZX3hrc4/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!
A zelda like dungeon Crawler where you control a sword taking possession of a dead body to traverse the dungeon.
Controls
Keyboard
WASD = Move
Space = Activate/select option
Mouse = Control direction of the sword
Left Click = Jump/Attack
F = Use Items
Q/E = Cycle inventory
Shift = Dash.
When you are a sword you can die to normal damage but if time runs out you will die, you have to go back to your body and survive
Please explain how your game fits the theme:
You are the Sword, you transform into different items like a hook or a bow, you control your movement with the mouse independently of where the body its looking, if the body takes too much damage you go flying and you need to return
Is there anything you'd like the judges to pay particular attention to?
I hurt my wrist while programming and i couldnt finish with what i wanted to show, also itch.io broke a couple of mechanics in my game so i had to go back and change things at the last moment so if something breaks, im sorry i didn't have more time
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Comments
I like the intro of the game where you, the player, need to use the sword to take control of the knight.
The assets were very well implemented and animated. I also liked the grappling hook upgrade. Just something about having a functional grappling hook sounds cool!
One thing I noticed is that when I use space to close the dialog box, since it's also the button that opens the dialog box, it closes and reactivates it. It's as if the input is being registered for longer than it should in each action.
I also noticed something else: the music! The music is very good, giving me a bit of a SNES game vibe and being very pleasant to listen to, whilst also enhancing a bit of the dungeon mood. The sound effects are also very fitting!
The dashing felt very satisfying, especially because it doesn't have a long cooldown. I just really like being able to dash very often, and I appreciate that you left that open for players!
I also like that some of the enemies drop bombs on the floor. Caught me off guard in my second run!
This felt very good to play. It feels very polished! And have I said that I love being able to dash around?
Awesome game!
Thanks man, this feels awesome to hear from someone as good at game-making as you
Nicely done! The game feels very polish and smooth! It really have that zelda feel and I like it very much. It's a bit sad when it ends so abruptly at the shop, but I guess accident do happens.
A minor bug/feature is that the enemies and coins, hearts respawned when going through rooms. I forget how the old zelda games behave but it sure is a way to abuse the system that way.
Anyway, well done! I am looking forward to later levels!
Really cool game! I really enjoy the feel of it - especially in terms of spamming the dash move. I love me a good dash move, and knocking into walls is fun on its own right too. The items are very fun as well! Overall it's a great dungeon explorer type game.
I think in terms of theme it does fit (Being the sword, transforming into items, controlling the sword direction independent of the player character, etc) but I don't think the mechanics fully convey that. Don't get me wrong though- the mechanics are really good and feel good to engage with, I just don't think the "controlling movement with WASD and controlling the sword with the mouse" is a unique way of conveying "you are the weapon", because that's just basic twin stick shooter style gameplay.
However despite all that - it's a damn fine game that feels so good and juicy. I wanted to engage in all of the rooms, fight all of the enemies with the tools I had, and discover more of each and every room as I played. It was fun, fast paced, and combat was really satisfying. I'd love to eventually see more as it goes on. Congratulations on a job well done!!
Nicely done mate!
You did great for your circumstances, congrats on submitting a game regardless of that to the jam! x)
Awesome work buddo! <3