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Possessed Arsenal's itch.io pageJudge feedback
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- I had a great time trying to survive as long as possible. The sense of dread and suspense while being in Spirit form was really well conveyed, adding a layer of tension that kept me engaged. The pixel art is well-crafted and complements the game’s atmosphere beautifully. The music further enhances the experience, fitting seamlessly with the overall aesthetic and reinforcing the mood of the game. The theme is excellently implemented, with the possession of weapons being a well-thought-out and engaging mechanic. It adds depth to the gameplay and makes for some really interesting strategic decisions. However, I did encounter some issues where the possession process would be interrupted for no apparent reason, even when I faithfully completed the QuickTime event. This occasional inconsistency made the experience a bit frustrating at times. Your GDD is well-structured and clearly thought out, but it could benefit from a few more images—particularly to illustrate specific mechanics like possession and the QuickTime event. Overall, I had a lot of fun playing the game, even if some moments were a bit frustrating. I’d love to see this concept further developed, and I hope to see you again at the next game jam. Keep up the great work!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1-KFh8XtzEC3ooiXLvONaP5CQ-3e5mnQVsH--iEQyb7E/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!
The player plays as a weak spirit that can only fight back when possessing a weapon. The player must successfully evade projectiles to survive while in spirit form. When the player attempts to possess a weapon they are given a quicktime event to complete, which scales in difficulty. The spirit gets knocked out of a weapon when the weapon breaks. Enemies have a chance to drop their weapons and gold. Dropped weapons can be more easily possessed, and gold can be used in the shop. After every wave a wizard comes to sell the player strength enhancing items.
Please explain how your game fits the theme:
The theme “You Are The Weapon” is expressed in the game through the possession mechanic. Possession allows the player to quite literally play as the weapon, rather than just equip it.
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Comments
Interesting mechanic but super unforgiving if you mess up. Overall, the pressure of the QTEs and weapon breaking mechanics make for some high intensity moments but I think maybe 3 QTEs per possession is a little much especially considering you are so vulnerable when attempting to possess a weapon. This on top of the long cooldown when you make a mistake made it quite difficult when more than just one enemy was nearby. However that is a small gripe in some otherwise super interesting gameplay and the art for game in general was fantastic, I loved the use of the particle system for the player character. Great job!
Hi, thanks for trying out our game! I really appreciate the feedback. I agree, the QTE's felt a bit hard and even inconsistent, with me missing a bunch of them even though, visually it appears to have landed. That's something I need to work on along with its punishment. Also, I just finished your game and left a comment. Cheers!
I like the mechanic of pulling weapon from enemies! really fun. I actually don't think it is hard as the enemy always moves slower than the players. But I would hope to see more kinds of weapons, and maybe some ranged ones - really hope there is a book on the mage's hand that I can possess. The items in the shop does not feel very powerful tbh..
And I met a bug (I think) that I possessed a spear but I can't use it to attack, not sure if it is because I was surrounded by human..
overall a very unique and fun game to play!
Good execution on your ideas! I think the combat could be tuned a little bit to be more juicy but you got all the important elements in place. Really nice job!
Love the game mechanics of possessing the enemy's weapon and the space quick time was a fun switch-up. The intro level design was challenging but felt reasonable. My favorite part was kiting the enemies around and dodging as the movement speed felt good. Great work!
Congratulations on finishing your fist game. I had fun playing it.
I have to agree that it was quite difficult. A couple of times I encountered that I pressed [space] in time, but still got put on cooldown. To avoid that you could display the correct area a bit smaller than it actually is, to let them get that close calls; which feels really fun.
Liked the shop items, risk reward for strategizing, pure buffs, you had it all. I’m surprised how many you implemented. Keep it up.
I enjoyed the game! Kiting and pulling out your favorite weapon from a swarm of dudes chasing, just to get the opportunity to cut them down was very satisfying! The possession mechanic took a few tries to get somewhat consistent at and it felt like the visual on the bar was slightly off. I liked it, but would love to see some more varied upgrades in the shop.
The taking over opponents weapons is a cool mechanic.
The game is a bit hard with the melee guys moving at a similar speed to the player throughout their kit. Maybe would be nice so have them slow down a bit when starting to attack?
Additionally, the possession locks you into a QTE in which you are very vulnerable. I like the idea of it being a QTE but maybe pausing enemies during it makes it a bit easier.
It is a fun idea, can imagine coming across some legendary weapon, possessing it, and crushing fools :D
Well done.