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A jam submission

One Last SwingView game page

Samurai Dueling game with Rock-Paper-Scissor combat, inspired by Punch Out.
Submitted by Achie (@Achie7240) — 11 hours, 46 minutes before the deadline
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One Last Swing's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#93.8503.850
Overall#143.5503.550
Audio#163.2503.250
Visuals#163.9003.900
Fun Factor#183.2503.250

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your game a video game or a physical game?
Video Game

Was your game made solo or in a team?
Solo

Did you use any third party assets, if yes what assets did you use?
No third-party assets

Did you choose from one (or more) of the optional secondary themes?
Luck

Does your game contain 18+ content (Nudity, Gore, Language)?
Cartoon Blood

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Comments

Submitted

Pretty cool game but I did find it to be rather difficult. I really like rock paper scissors style games and I think the limitations of the pico8 are what made it hard for me. Definitely some cool stuff going on here. Sounds good, looks good, very hard!

On one had having to redo the "tutorial" each time you lose is bad but also I apparently suck so much I guess if I do it enough times maybe I'll learn haha.

Biggest gripe is just reading what is happening, but I kind of like that at the same time you know.

Submitted

https://www.twitch.tv/daddiesjizzies

Streamed this game tonight and thanks a lot for playing and streaming our game as well!

Haha that was fun, this game ABSOLUTELY owned me and I don't know why, it gave me more trouble than any other game in the game and I think it's I just got so tired I couldn't comprehend the R+P+S controls in my head anymore and I kept screwing up.

I WILL play and stream this game again and WILL get further, after a goodnights rest.

Submitted

a nice complete experience, I love pico8 style ^^

fits the theme perfectly!!!!!

it is brutally hard!!! but you want to try again.

on subsequent plays, it would be cool to skip tutorial, as the gameplay is die and retry (you need to restart as fast as possible not to get frustrated)

Submitted

really enjoyed the game is simple yet with depth, however, I find that because the tutorials skip the initial time to get ready period explanation once the tutorial is over it takes a couple of goes to understand the cycle

Submitted

Very fun and simple game. Liked the visual and style a lot. My favorite entry so far. Congrats

Submitted

Fun and charming game! Very intuitive to pick up after going through the tutorial.  The character customization at the beginning is a nice touch and makes the game feel a bit more of a personal experience. Simple but polished and well-executed idea on RPS. 

Submitted(+1)

Pretty cute game, Retro 8 bit graphics and sounds vibe is well done and pleasant to play with. Had fun after few minutes to understand how to be a better samurai. And game is polished with cool feature so its a good point ! 

Developer

Thank you so much! I hope the music and background drums weren’t irritating, I’m still really early in my music/sfx field.

Submitted(+1)

Love the minimalist pixel art. Excellent take on a rock-paper-scissors game. The pause to allow the anticipation after the fight is a great design. Making the player guess and double-check if they were correct before the announcement is perfect. 

Developer

I’m so glad you like the pause, it was an addon after my first iteration, thanks to a playtester dev friend. Best idea EVER

Host(+1)

Extremely charming game. Love how it allows you to customize your samurai and banner too, really nice touch to the overall experience.

Developer

Nice to hear that you like the customization, ate up a quite sizable portion of my spritesheet, but worth it imo!

Submitted(+1)

That was a cool little experience and perfect for the Pico 8 format.  The art is nice and colourful with great stances. It took me a few tries to figure out the mechanics, but the concept could make for some really cool variations and challenges. 

Developer

I’m really glad you seemed to enjoy it! Plans are there for future upgrades, we will see what life will bring us!

(+1)

At first I thought I was going to have to play the tutorial every time I died, but I was pleasantly surprised that I just had to get good and beat one real opponent to get out of that cycle.

I got to 900pts before I called it quits, perhaps a weak score. I only played it as a reflex kind of game. I did not even notice, let alone consider, anything in the environment as cues for what stance my opponent would end up choosing.

After reading your dev log on the Punch Out inspiration I absolutely love that concept, in theory. It is certainly a neat way to create random background variation AND opponent variation. The fact that you can generate these cues and then kind of just iterate through them at varied rates to have the opponent change their stance before finalizing it, is a cool way to make them feel more alive. (Although your implementation could just have them changing stance randomly, wiggling their katana until at some point they get to their calculated final stance, accounting for any modifiers rolled.) But I feel like I would have to do a lot of studying and data collection through trial & error just to discover the modifiers. Then I have to be able to do this calculation in my head before each new opponent strikes. Seems very difficult to do from the player's perspective. Perhaps it is actually simple and I am just blind.

After writing all that above, I have spent enough time thinking while typing, and I can now see some kind of play behavior where I am saying to myself "red guy, deer, cloud, bird... last time that was middle *smashes up key*" If there are a lot of possible combinations that might be easier said than done though. Anyways...

Overall an awesome game. I had good fun playing it and analyzing it. Keep up the good work!

Developer(+1)

You were one match away from completion then, I’ll need to update the description so people don’t miss it!

Tutorial will get some refinement after the ratings are over, only the last stage will be needed to be redone!

(Although your implementation could just have them changing stance randomly, wiggling their katana until at some point they get to their calculated final stance, accounting for any modifiers rolled.)

Funny you mention it, this is actually what is happening in the background. Final stance is is calculated based on enemy type, then I roll modifiers for it based on the type. In the match they actually just randomly switch around, to create the illusion of thinking, and after some time elapsed they switch to their final stance.

“red guy, deer, cloud, bird… last time that was middle smashes up key

Before I added the color stance variation this was exactly how I handled them, I think it is recorded on devlog 2 or 3 not sure which!

Thank you for the kind words! Always happy to hear someone enjoying my games, even more with some analyzing and reading through the devlogs is the cherry on top. I’m really humbled!