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Sentinel's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #33 | 3.250 | 3.250 |
Aesthetics | #34 | 3.688 | 3.688 |
Overall | #63 | 3.000 | 3.000 |
Gameplay | #72 | 2.813 | 2.813 |
Theme | #108 | 2.250 | 2.250 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Cool game! I did find a few bugs though:
1. if you hold the jump key and hold the attack key while jumping, you one shot all enemies
2. you can get stuck on top of some of the skeletons if you jump on their heads
I think the level design leaves something to be desired and it doesn't quite fit the theme, but good implementation of assets for sure! Keep it up
Thank you for letting me know.
I'm already aware of the first bug, but it's minor and doesn't damage game-play.
I'm not sure how you got stuck on top of the skeletons. They're kinematic bodies, and you can stand on top of them, and jump off their heads. If you were stuck, I suspect it has something to do with how Godot processes physics.
I agree level design was minimal, I didn't have much inspiration for it. I also did a very poor job of incorporating the theme.
Really love the animation here. I think this totally has the potential for a full release. Nice job!
The game looks great.
The game looks great.
You did a really nice job with the character movement.
Everything felt very smooth and natural.
Nice job!
I don’t see the theme, but the game is very funny and enjoyable. Congratulations!
I really liked the pixel art in this game and the animations. solid entry , The theme felt a bit lazy. gameplay was ok. if i could jump and attack that would of been cool , like a downward slash attack like in smash bros melee if you were Kirby his "down B" move
Yeah theme wise it didn't really workout. I cared more about the quality of the game and how it felt than the theme.
I hadn't thought of that as an attack. That's a nice idea, unfortunately I don't have any animations to do that, so it would look weird.
Played game on stream: https://www.twitch.tv/asfunasfun
Nice work! Reminds me a little of Maple Story for whatever reason.
Cool, I'll watch the stream recording later!
Such a nice game. I liked how you did the knight and his animations. The game was pretty hard, but i got 10 score. I think you did a great job.
It was hard to balance it with the time frame. I wanted it easy enough to pickup, but hard enough that once you know what you're doing its not "easy". I think my personal highest was 136.
136? I always tried to jump over the skeletons a kill them from the back, but I got overrun with skeletons from both sides at one point.
Occasionally you get bad odds and to many skeletons will spawn to early. But the idea of the game is eventually you get overrun by them and die, or you make 1 mistake and die.
You need to be really proactive hunting skeletons until score 10-17 to get your first upgrade as quick as possible, which will improve you survivability loads.
A very nice submission, I definitely think that the skeletons should have had more stun resist but other than that it evokes that gamer urge to just run around swining a sword :)
I made it so on attack you can trigger a hit animation on the enemy. This hit animation overrides all other animations, including attacks. I decided to make it so you would go around slaughtering skeletons, as time progresses you will encounter more of them. This will eventually lead to a mistake getting you killed. Once you get hit, you're out.
Every 20 score you will also get the option to level 1 of 3 stats. You may have encountered that already. If you manage to live long enough to max damage, then you can one shot them. When difficulty eventually reaches max, every spawner (six of them) will spawn a new skeleton every second. So yeah, it gets really crazy if you can live long enough XD
Woo! Sounds like you spent a long time on the mechanics! Great job :D
Yeah XD
I spent time coding state machines that handled input/ai, animation, and physics. These state machines make it really easy to control the current state of the character and allow me to decide the priorities of different interactions.
I could have done a lot more. With the base system I could have added blocking, dodging, and more interactions because it's really easy to extend now it's setup. Sadly I didn't have the time, animations available to do it, and it wouldn't be mobile friendly if I ported it.
Well I certainly tip my hat to you for attain scalability! Definitely not a simple thing to do on such short notice very impressive