This is a simple game in which you, a sword fighter, will be pitted against an opponent in closed quarters. Click the screen to start drawing back your sword. Once fully drawn back, release the mouse button to strike. Careful though, you are vulnerable to attack while drawing back your sword.
With each enemy you defeat, you will collect their sword. You may find carrying more than one a bit tricky. Like many of us, I ran into some issues and spent more time troubleshooting than I’d like. As a result, there are some bug fixes and refinements I couldn’t get to. I’d greatly appreciate your honest feedback, as I’d like to polish this into a small portfolio piece. Thanks for Playing!
Silly concept. It reminds my of qwop. Constructive criticism: I wasn't really sure how well I was doing (not enough gameplay feedback to tell me what I need to correct). I enjoyed it though!
@tvance thanks for your feedback. Knowing when you're blocking, when you're vulnerable, and when a swipe actually hits, it's really not clear. I agree. Sadly, I had a bug with at least one feedback mechanism, which I was trying to fix up until 1 minute for the deadline. I'll be getting to that for my portfolio soon. Thanks for playing!
I enjoyed slowly becoming a gigantic sword carrying machine so good job there. I agree with the above comment that feedback at times was hard to judge. But I think it accomplished what you set out to do so good job.
It seems like if you click first and hold it you win. I feel like the ability to do a full it or half drawn hit for partial damage would make the game more challenging. It was enjoyable though. Also I didn't really see how the multiple swords effected anything.
I don't know if it was on purpose or not, but the wonky physics are the best thing about this game, haha. And yeah, audio and other forms of feedback would be nice.
Very QWOP like. I like the idea. The mechanics could be a bit tighter in terms of making it clear when something will be blocked vs not. Also, technical note. Do not scale buttons with text. Instead increase the text font size and increase the button dimensions in unity. This will fix your fuzzy text issue.
@erebus thanks for the feedback. The first thing on my to do list is your first note. Honestly, I slapped the UI together really quickly and didn't do any of it the right way. I'm probably just going to use text mesh pro going forward, for that.
I see some potential here for a small mobile game if you decide to polish it further. Everyone said it already: more feedback to the user if the sword swing is going ok or not, and instructions on how to block, and maybe a 'cancel swing' button. I recommend not using physics to control the movement of the characters, as it can produce tricky outcomes.
@kalkatos Thanks for the feedback. I think you're right about moving the characters via their rigidbodies. I have a couple of ideas of how I am going to handle that. I do plan on polishing this up a bit, and distributing it for free. Mostly just as a portfolio piece. Thanks for playing!
The concept is really nice. It is a little too slow for my taste, but if you take the time for some nice animations (it's hard, i know) it would work great. Also double-tap for quick attacks would go a long way i think.
It's a really simple and silly game, but it has its charm. Some sound effects woudl have been good, and some feedback about your health. I'm not sure if it was a one hit thing, I guess a better feedback when you hit or get hit.
Overall, is a playable game, considering is a game jam you did a good job.
The joke was a good one, but delivery left a bit to be desired. It was pretty strange that even when the player falls over mid-battle, you still get the "you defeated your enemy!" win message.
@sean-s-leblanc Thanks for your feedback. I happen to agree, which is why I'm taking some time this week to work on it a bit. I ran into some collision issues late in the jam, which I ran out of time to fix. Honestly, that's only one of the issues. The feedback needs a lot of work, and obviously there is sound design to be done. I spent most of my weekend wrestling with a couple of technical issues, so a lot of my to do list remains undone. I made the mistake of not working with a couple of my tools to get situated a head of the jam. Lesson learned.
Hilarious concept, but it's really difficult to tell if I'm playing the game right! Too little or unclear visuals. I think with the right presentation it could be a really fun concept!
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Overall, is a playable game, considering is a game jam you did a good job.