Right off the bat, I really like the intro cutscene, and especially the concept of shouting out the spell to get a new weapon! It's something that I really enjoyed throughout my entire play session!
The enemies have enough different aspects in their moveset that makes each one of them feel unique. The same goes to their weapons, of which I separated one for lower enemies and one for harder enemies, like Clompus.
One of my favorite unexpected inclusions was the Shopkeeper! It initially freaked me out and I thought it was a powerful enemy, but it was awesome discovering that I could get swords that were otherwise unobtainable. I even took the boss' sword to him and was delighted that there was a shopkeeper equivalent to that, too!
Speaking of the boss, it felt a bit hard to tell how big the boss' attack range was. It felt to me like his attack box was pretty big and would catch me by surprise a few times, so having some sort of visual indicator for his attack area would be nice!
Sadly, when I destroyed the final door and went through it, the screen went black and it got stuck in a black screen, playing the dungeon music. I was unable to see the actual ending cutscene. However, I still had a really fun time with the game and I really like the idea.
Ah yeah you unfortunately hit one of the known bugs. I'm not sure why it happens (seems to only happen when you're still holding the starter sword) but sometimes people hit the end of the game and the victory text just never displays.
Glad you enjoyed the shopkeep! He was one of the final additions and his sprite was an unused enemy sprite that I gave a tophat to make him look friendlier lol.
The boss's attack box weirdness was actually what made me add the red circle to show where at attack is hitting, but an aggro-radius indicator would probably help as well.
Thanks for playing! Very glad to hear you enjoyed it!
Yeah, that's a known bug on that weapon. It only happens on certain people's PCs and I have been unable to reproduce it locally. I think it's a framerate issue but that's just a guess.
On my to-do list was to implement a solution for running out of weapons. Plan was to either make it so that a "Ghost Blade" would spawn on a dead enemy (which would require adding persistent enemy corpses) or to have the Shopkeeper give you a free sword if you come to him with no weapons. But I didn't have time to implement either. Thanks for playing!
← Return to game
Comments
Log in with itch.io to leave a comment.
Right off the bat, I really like the intro cutscene, and especially the concept of shouting out the spell to get a new weapon! It's something that I really enjoyed throughout my entire play session!
The enemies have enough different aspects in their moveset that makes each one of them feel unique. The same goes to their weapons, of which I separated one for lower enemies and one for harder enemies, like Clompus.
One of my favorite unexpected inclusions was the Shopkeeper! It initially freaked me out and I thought it was a powerful enemy, but it was awesome discovering that I could get swords that were otherwise unobtainable. I even took the boss' sword to him and was delighted that there was a shopkeeper equivalent to that, too!
Speaking of the boss, it felt a bit hard to tell how big the boss' attack range was. It felt to me like his attack box was pretty big and would catch me by surprise a few times, so having some sort of visual indicator for his attack area would be nice!
Sadly, when I destroyed the final door and went through it, the screen went black and it got stuck in a black screen, playing the dungeon music. I was unable to see the actual ending cutscene. However, I still had a really fun time with the game and I really like the idea.
Awesome game!
Ah yeah you unfortunately hit one of the known bugs. I'm not sure why it happens (seems to only happen when you're still holding the starter sword) but sometimes people hit the end of the game and the victory text just never displays.
Glad you enjoyed the shopkeep! He was one of the final additions and his sprite was an unused enemy sprite that I gave a tophat to make him look friendlier lol.
The boss's attack box weirdness was actually what made me add the red circle to show where at attack is hitting, but an aggro-radius indicator would probably help as well.
Thanks for playing! Very glad to hear you enjoyed it!
This is alot of fun that I did not expect, also the spell cast mechanic is cool.
Noted a bug where the saber with damage: 1 and speed: 1 with the 90° handle curve does not do any damage.
Thanks for playing!
Yeah, that's a known bug on that weapon. It only happens on certain people's PCs and I have been unable to reproduce it locally. I think it's a framerate issue but that's just a guess.
Had a fun time with this one! I struggled a bit but I was playing on a laptop with touchpad haha
Yeah I didn't even think about touchpads until after the jam was over lol. Glad you enjoyed it! Thanks for playing!
Pretty fun experience, my only suggestion would be to add a terrible punch in case you accidently break your only weapon.
On my to-do list was to implement a solution for running out of weapons. Plan was to either make it so that a "Ghost Blade" would spawn on a dead enemy (which would require adding persistent enemy corpses) or to have the Shopkeeper give you a free sword if you come to him with no weapons. But I didn't have time to implement either. Thanks for playing!
Thank-you, you did an incredible job for the jam!
Genious interpretation and very cool design of a spell casted