quiji
Creator of
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Thanks for this comment! The score you got is just unbeatable!! It makes me so happy to know that someone had so much fun with it!
I agree with everything you said... it is just so much one persona can do for a jam game, and even though I knew several of those issues, I just didn't had the time.
I'm thinking that after the jam review period is over, I might come back to improve this little game.
Thanks for writing! this was really nice to read :)
Also cheers from Uruguay!
Great idea! I think its has a lot of potential once the mechanics are soundly tested and polished. I know you tried a new game engine, so making this game was bold and I admire you for that. Keep working on it as with enough work this might be a very fun puzzle-exploration-combat kind of game. Congratulations!
Thats a very cool game! I love all the detail you put into this, from the story to the atmosphere and mechanics. The only thing that bothered me is that the ambience music played only on my left speaker, I don't know if its intended to be positioned and by moving from certain place the music will change, but still it was weird to me. Nonetheless great experience!
Thanks for the insight Edgar! I really appreciate it. Every time an enemy dies the time slows down just for a dramatic effect, to give that feel that you are battling through hordes of enemies like in the movies. Its totally on purpose. I do agree that it can get in the fight too much, maybe I can tone it down a little, but I kinda like it though, so I think I'll keep it and tweak it to make it work. The checkpoints are definitively something nice to have, to be honest I didnt't have time to implement it and thought that the game is too short, so it might not be that important. Besides, the game is so short that the tune playing in the background might never loop around, so avoiding the checkpoints altogether will add some time for the music to develop completely. That's probably not a good game design practice, but once you got the mechanics mastered, having checkpoints will just make the game too easy and short. Anyway, its a game jam, and I'll definitively revisit this games ideas, so your feedback its gold to me. Thank you man!
Thanks!! your feedback means a lot to me! I agree and I'll definitively iterate over the combat mechanics to add more complexity to the mix. I didn't place any checkpoints because the game its too short and I wanted the player to hear the whole song as its longer than the duration of a whole run and the composition took so much time to make.. i know its a bad design choice but what can you do. Thanks for reaching out!
Thanks! Im so happy that you found it so interesting! I had a lot of things in mind but overscoped as usual, so a lot of things are incomplete. The swords are generated randomly (even the names) each time for the sake of fun and the only factor that really impacts gameplay are the size: the small swords are faster but have less range and cover less when blocking, and the long swords are slower but cover more space and when blocking almost nothing hits. I think I'll keep working on the idea, so your insight its really important to me, thanks for sharing your thoughts!!