Only a prototype as I didn't get a lot of free time over the jam. The idea is you would pickup fruit/weapons and attack customers in the shop eventually causing it to shutdown. If you get caught by your manager you lose. Currently it only features test pickups and a basic store layout. But I will continue to develop this game.
Scottx125
Creator of
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Thanks, I made it intentionally easy so that people would be able to play it. It's slightly harder now, but not overly difficult. The voices were made to be louder than the background music in order to allow the player to hear when they had killed a knight/peasant or been hit. I didn't have time to put in tons of options to control the sound level unfortunately.
Lovely little game, was a little annoying sometimes when you'd try to stop on the smaller platforms and you'd skid off and die. But fantastic use of the theme.
I would have liked some animations to make things feel a bit more fluid but overall it was well designed. I particularly loved the suicide scream, that made me chuckle.
Extremely creative idea based on the theme. I felt the gameplay was a little bland, I would have liked perhaps a few more things going on. Maybe some basic AI workers who would get annoyed at their desks and throw stuff at you if you took too long, or perhaps give each worker a timer before they file a report to head office for your bad performance.
The visuals for me didn't really match but they were still nice.
Thanks for the feedback. I did have trouble with the timing of the animations as none of these assets were mine and I spent a lot of time trying to find assets of a similar theme. It might seem like you get hit when you don't because you are always draining life, especially towards the dawn as your health drain slowly increases as time goes by.
I did also increase their weapon hitbox to prevent the player standing inside the knights to prevent themselves getting hit. The peasants I get, I was messing around with the player weapon hitbox and it was triggering the ground check. I had to make a compromise as I didn't have time to fix the issue so I made the weapon reach smaller.
The difficulty is on the easier side as I didn't have the chance for a difficulty slider or more precise animations. So I decided for there to be an easy window in which the player can escape being hit. The only time it really gets difficult is if you make a mistake and 3-4 enemies are stacked.