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The Scepter - Red Shirt Beat Down's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #16 | 2.353 | 3.000 |
Innovation | #17 | 1.961 | 2.500 |
Gameplay | #17 | 2.255 | 2.875 |
Overall | #17 | 2.190 | 2.792 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A really good brawler type game, I had a lot of fun with it! The animations are smooth and the movement/attacking feels good in general. I do feel like the game could use some kind of indication of player/enemy health as most of the time I'd just be standing in front of the enemy and mashing the key hoping for the best. I also think the game ends a bit abruptly, I won the game with enemies still being alive on screen, perhaps the goal could be better communicated to the player.
Really solid game overall, nice one!
This is a really really good submission! The animations were really smooth and the fact that the enemies responded to you attacking them was really cool! I would've liked a health bar but other than that you should all be really proud! Well done! :D
A decent attempt at the 'Double Dragon' style which some strong character work and animations. Hitboxes seemed responsive and controls were tight, slight acceleration and deceleration in movement made moving around feel really good and allowed some interesting maneuvers when playing.
That being said, there is room for improvement. Your character art and environment had some drastic differences in art style. On the whole it isn't particularly a problem, but in the future your artists should try to keep their art work consistent with one another. Player feedback is important within games in general, but games like this definitely need it and whilst you did have it with the enemy reeling back, it was hard to tell whether or not I would get hit by a players attack. Next, I would consider your collision boxes as it made it hard for both the enemy and I to navigate the environment when other characters are in play. I was able to get enemies to line up and do an attack and move back and forward to avoid damage, leading to fairly repetitive and simplistic gameplay. Finally, is there any difference between the two attacks because it was hard to tell what the difference was. Maybe it would have been better to have just one attack and maybe a parry or block instead?
On the whole, the game has the foundations of a side-scrolling beat-em-up but could use some work and improvements here and there. Given the timeframe you had, expecting a full game and extremely high amounts of quality and polish is definitely out of scope, but polish goes a long way into the feel of the game. Good effort.
Fun little game.
Character animation and spritework was solid, as well as the backgrounds, however I feel it was a little unclear where exactly the player's boundaries were, as you could walk into the water in the second level with seemingly no penalty.
As well as this, there was a damage system in place but no health bar for the player, meaning that the game could seemingly end at random from a stray enemy interaction. The win conditions were also unclear - I feel like this could have been specified either at the level's start or on the title screen.
Otherwise, it was a fun time. Well done.
Not going to lie, the player healthbar completely slipped my mind at least. We were having some issues with getting the player to even take damage, and by the time that was fixed I had forgotten about the healthbar to show that fact.
The walking on water thing was mostly because we were struggling to come up with level ideas and sewers was basically the best thing we could think of. In our minds, we figured that the water would be pretty shallow, but necessary for the image of a sewer. I suppose that's not immediately obvious if you're not part of the design prossess though.
This was personally my first time using unity so I'm mostly pleased that it even runs, but I'm glad you enjoyed it dispite the problems.