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If you are reading this and have no idea what to do - check controls in the menu. Apparently, num4 on the keyboard keypad are attack, and num5 is parrying. Three programmers worked on this? Worked on what?

I wish the game would teach you the attack and defence by destroying some kind of obstacle to progress further. The boss is very easy once you know the controls.

Thanks for your feedback! This was most of the team's first project and many merge errors happened! One of the programmers had a really cool version of the boss, but unfortunately, it wasn't merged correctly and I had about an hour to fix the minimum viable product's boss. That aside, if I were more of a programmer for this project rather than the sound designer, I'd have loved to have added much more! 

The music I composed for this was also all used in different contexts than originally composed for. The home music was more expected for inside the home rather than outside, the "forest" music was meant for more of a dense forest where you'd progress through many enemies and the boss music was originally supposed to be music for attacking or sneaking your way though the bandit hideout. 

Thank you for playing!

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We had three programmers sign on before the jam. In reality, real-life had other plans. Aside from the Game jam menu and a few patches by Plide, I did the programming alone while learning the engine with almost no prior experience. The other two programmers were present for brainstorming though.

One of our early design decisions was to emulate the Sega Genesis. I took that to mean "no explicit tutorial." Funny you should mention a progression obstacle, because a training dummy was in the works --we even have the art for it-- but coding the boss took priority. Even the boss's distinct second phase got the axe due to time constraints.

(+1)

Solid job for the short time you had to work on the project and the little experience beforehand. 

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Thanks. We had a lot more planned as the jam lasted two weeks. Innevato and I have been streamlining Bro. I'm almost done with a complete overhaul of his code, but sound from his footsteps isn't playing right, even though my implementation looks like it should be functionally identical to a few lines Plide wrote just to get it to work -- the only big difference being his running as part of the physics and mine pulling a signal off the animation.