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A jam submission

DashBladeView game page

SpeedJam#8 Entry
Submitted by thomasjammes (@jammes_thomas) — 5 minutes, 54 seconds before the deadline
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DashBlade's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#34.3534.353
Gameplay#113.5293.529
Sound#143.2353.235
Overall#183.2793.279
Theme#532.0002.000

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

Submitted

Cool concept but could use some more polish with bugs variety etc. Cool game! (specifically bugs I found were sometimes sword or player doesn't deal/take damage when going through enemy [probs collision detection], sometimes "falling" into void when dashing but my sword was clearly over ground [2nd level mostly], and when going into portal I dashed directly ontop of it and I got tp'd back to where I was before dashing, still starting the level)

Submitted(+1)

This is great! I like pretty much everything about this game, the only real criticism I have is that it is a little on the longer side for speedrunning, you could probably fix this by making a way to attack more quickly.

Developer(+1)

The fact that you’re saying it takes too long to kill an enemy makes me think you might not be using the right approach. I’m having a hard time getting the gameplay concept across, especially since there’s a bug that allows enemies to be killed just by holding down the click button, which shouldn’t be possible.

I’ve created an explanatory slide about the gameplay and added it to the game page. Hopefully, that will clear things up! :)

Submitted(+1)

OHHHHH! I totally get it now, yeah I thought you were just supposed to make an enemy walk into your sword and try to avoid them. This makes way more sense.

Submitted(+1)

Good game! It seems common for players to gravitate to the Irelia fantasy (from League of Legends), when your idea as you've explained is something a bit different. I'd love to see more evolution on the concept in the future! I like how it feels tactical, although the bug with the 2nd tick of damage is unfortunate since it's both easier and less fun to play that way, so of course players will optimise the fun out of the game for themselves - I actually thought it might be intended until I saw your comments.

To take the gameplay in a faster  direction, one idea I had, that may be too many steps, is to 1. throw out your sword as is, 2. reposition rapidly somehow (instead of walking), perhaps by dashing to the cursor instead of sword on release, and then 3. dash from there to the sword. The inputs would be the same but it would play faster due to the extra mobility.

One more unsolicited idea is that the sword path is not straight, but some less intuitive pattern, so that if you use it correctly and anticipate it's final position accurately amongst a crowd of enemies, you can be rewarded by being able to dash freely to the sword without an enemy blocking your path.

Well done!

Developer(+1)

Cool, glad you see potential in it! I really like your idea of an "intermediate dash"; it’s somewhat similar to a change I made after the end of the game jam. Now, the player has a bit of control over the character during the dash, allowing them to dodge around enemies with a "Curved Dash."

That said, I’ll definitely test your idea—it sounds interesting! :) I’ll post the debugged version with the new controls once the voting period is over.

Submitted(+1)

A curved dash sounds cool too! I'll give it a go in a few days once the voting period is done.

Submitted

Interesting idea!

I like the concept of basically being forced to move where you are attacking, or needing to double down on a direction after attacking. Although, I do wish the sword either did damage quicker or there was some other form of damage, since there would be times where I would just want for my sword to do damage so I could dash to it again.

Speaking of other ways to do damage, I think the dash itself is an easy way to add some more. Then it would be a pretty simple 1-2 combo of throwing the sword, then dashing to it for an easy 2 damage. And you can still have the waiting be for larger health enemies. I do think the game is the most fun when the player is allowed to dash multiple times in quick succession, and right now it feels like a lot more waiting around than dashing

Some of your hitboxes could have some tuning aswell, I would find that even though my sword looks like it has fully crossed a pit, it would still drop me into it. Which can be unsatisfying as the player unknowing how far they need to go.

It could also be interesting if the projectile rather could go an infinite distance, and you needed to time the dash to it to whenever you wanted it to be. And if it went too far, you would need to either retrieve it or wait until you get another one back. I think this could lead to a lot of interesting movement and attack designs.

Pixel art looks great as well.

Nice job!

Developer

The fact that the sword deals multiple hits if left on an enemy is a bug. That’s not how it’s supposed to be played. The goal isn’t to wait for the enemy to be killed before moving to the next one. The idea is to throw your sword behind the enemy, then move to find an angle with a direct line to your sword so you can dash to it and immediately chain another attack.

You’re definitely not supposed to wait. After all, it’s a speedrun game! :)

Submitted(+1)

That makes a lot more sense... i'm surprised I didnt notice that.

Developer

Don’t worry, you’re not the only one. If you look at the comments, everyone’s in the same situation as you ^^. I even had to add an image explaining everything on the game page, hoping people will see it before starting the game

Submitted(+1)

Fun gameplay! More enemy variety could make it even better, but overall, it’s great!

Submitted

Wow ! Amazing graphics and aesthetic :) I did it in 02:20 but I'm not sure if I'm not missing something.

When you throw your axe you have to wait the second hit for the enemy to be killed before you can release ? I tried to put my axe somewhere and then move to force the enemy in the axe area (except for the turrets). Was it a good strategy or could you dash and kill an enemy without losing life?

(Pretty solid entry with a very nice feeling)

Developer(+1)

Thank you! No, there’s no way to avoid taking damage during a dash. The idea is to throw your sword behind the enemy and, once the sword is out, move your character to align a "direct line" to your sword so you can release and dash to it without taking damage. However, for enemies with only 1 HP left, you can click and release instantly, as they’ll be destroyed before you reach them.

I’m not sure if that’s very clear XD The gameplay isn’t polished yet, and there are still a lot of timing adjustments missing.

Submitted(+1)

Ha yes, I was doing the "I'll dash to my sword even before my enemy is dead" move with the turrets but did not think about using it with the enemy after they loose 1HP. I'll try again :)