Monsters have invaded the islands of Dazle! Help the little warrior to clean them off.
Fight with your sword, drop some bombs and use your armor to protect you from your enemies! But remember: to join the next island, you’ll have to give one of your weapon to the sea. Good luck!
--
Arrow keys: MOVE
[ctrl] or right click: ATTACK
[alt] or left click: DROP A BOMB
--
French team of 3 videogame students
Concept and game design by the entire team
Development & sound design: Jean-Baptiste Maigrot@jibbs
Damm, this game is actualy really good. I LOVE the graphics. The movement is super satisfying. Only bad thing is that the attack is a bit slow and boring.
Great job, I love blowing up everything! The mood is very cool(graphics and sounds), controls are smooth and satisfying. The camera is fine but sometimes I cannot see what's happening.
Really enjoyed this game! I liked the way it looked a lot, the music was fun and made me feel engaged in the combat. Fighting the larger enemies was a tad easy as they couldn't seem to hit me, maybe that is something do with their attack range or hitbox. Overall really nice game! :)
I like it. Character design is pretty cool. And the theme is well used. Bombs are the best choice, I ended the game with them. The music is apropiate and the sounds are just ok. Good job!
First of all, your game is awesome. You look like you probably want to continue working on it. So, I would say you need to add weight to the enemies and your player character. Everyone felt like they were 0.25lbs (or 0.1133981kg if we are metric LUL) But seriously, making the big guy feel bigger. maybe a screen shake or more soundfxs when he walks
This is a really impressive entry. Graphics and presentation are absolutely great, controls are good and it's working perfectly on HTML5. The camera hides the hero sometimes behind the bushes, but I guess that's an easy fix. I found hearts to be a bit hard to pick up, maybe you could make its collision box bigger sou the hero would pick them up when he's close to them. Overall a wonderful Jam entry, keep up the good work to turn this into a full adventure!
Great graphics and overall great game, especially in 72h! I found myself playing with the enemie's pathfinding, and it was hilarious just to see them running around in circles. The bombs were fun to use, I used them during the entire game. The only thing is that hearts are quite hard to take. Good job!
I'm gonna be harsher than the other comments, not because I think it's a bad entry (on the contrary, it's of quality, both in terms of production and programmation), but because I really want to see a final version of this game. I'm really into the concept behind this prototype and I think it would make an awesome adventure game, but I didn't have much fun playing it.
On an artistic level, it's very good. The graphics and animations are impressive for a game jam, the music and atmosphere fit the intention, it's overall really coherent. Hats off to both the artists!
As for the gameplay : the sword attack is too slow for this kind of game and every enemy gives a heart so there's no big challenge, making combat quickly boring. Movements are smooth but it would be nice to have better control over the camera. The gamefeel could be better.
The system of downgrades allows for some replayability but you make two mistakes in my opinion. First, the objects are not equally interesting (sword is boring and bombs are awesome), there is thus a rational way of playing, which is a bummer. Plus, it would actually be interesting if there were more objets/abilities than islands ; this way, the player could really "build" its character, instead of just choosing the object he's gonna finish the game with (and it ain't gonna be the suit).
Check out the game Sinner : Sacrifice for Redemption, which does what you intended for, if you ever want to continue working on this game.
I love the Wind Waker mood here, and the enemies are actually lovable ahah. I tried to go with a coward-bomb run, and had to run around the island(s) A LOT (took me some time but was safe). I was a bit frustrated at first with the fixed camera, but it works fine.
Some advice on fighting mechanic - your inputs should be very responsive - this means - super quick sword swing animation - here it takes too long to hit something.
Other than that - great music, well designed levels, although sometimes a little bit clunky - not enough space to escape monsters, and once i drop down under colliders - but game respawned me in proper place - and that's good!
I really like it. Well done. Love the audio and the concept is amazing. Only problem I found was that you could just walk through the trees and skip to the end of each island if you wanted to. but other than that, I really enjoyed it.
Great jam entry. The music, art, and everything combines to make a pretty charming experience. I do agree with some of the criticism I saw that the sword is a little slow, and I would have loved a dodge or roll mechanic.
@tetralogia very interesting comment, I totally agree with you. We intended to develop the gameplay but focused on details. But it's a good start for some changes. @bartosz I think you're right, sword animation should be faster. It's probably one of the thing we'll focus on. Everyone, thank you a lot for your comments and critics.
Thanks everyone for the nice feedback :) @tetralogia@bartosz I agree the attack animation is too slow and clumsy, we actually used pre-made animations beacause we did not have enough time. We are going to fix it in a post-jam release, as well as colliders, general game balance, mass issues @jdelaay025johnd1788 ;)
Impressive quantity of work for 72h. The visuals are stunning. The sacrifices gameplay works well. Just needs a few work in the attack control as said previously in comments.
great art. looks very polished. attacks were tricky as others stated. If you didn't keep bombs or the sword i am not sure how you would beat it so i didn't love that aspect. overall a very good entry!
I love this game ! The art is incredible and the idea of giving up a weapon to access the next level is really clever. I would love to have a longer version of Dazle Islands. The only thing is, as said above, the sword attacks are a little bit slow, but i'm sure it's not very an issue, as it's probably easy to fix. Congrats, this is impressive for a game made in 72 hours
Comments27
The music is apropiate and the sounds are just ok.
Good job!
On an artistic level, it's very good. The graphics and animations are impressive for a game jam, the music and atmosphere fit the intention, it's overall really coherent. Hats off to both the artists!
As for the gameplay : the sword attack is too slow for this kind of game and every enemy gives a heart so there's no big challenge, making combat quickly boring. Movements are smooth but it would be nice to have better control over the camera. The gamefeel could be better.
The system of downgrades allows for some replayability but you make two mistakes in my opinion. First, the objects are not equally interesting (sword is boring and bombs are awesome), there is thus a rational way of playing, which is a bummer. Plus, it would actually be interesting if there were more objets/abilities than islands ; this way, the player could really "build" its character, instead of just choosing the object he's gonna finish the game with (and it ain't gonna be the suit).
Check out the game Sinner : Sacrifice for Redemption, which does what you intended for, if you ever want to continue working on this game.
Some advice on fighting mechanic - your inputs should be very responsive - this means - super quick sword swing animation - here it takes too long to hit something.
Other than that - great music, well designed levels, although sometimes a little bit clunky - not enough space to escape monsters, and once i drop down under colliders - but game respawned me in proper place - and that's good!
Graphics are really nice.
You respect the theme well, the game is fun and fluid. I like it !
Bon travail ! :P
@bartosz I think you're right, sword animation should be faster. It's probably one of the thing we'll focus on.
Everyone, thank you a lot for your comments and critics.
@tetralogia @bartosz I agree the attack animation is too slow and clumsy, we actually used pre-made animations beacause we did not have enough time. We are going to fix it in a post-jam release, as well as colliders, general game balance, mass issues @jdelaay025johnd1788 ;)
But very cool entry, congratz
The only thing is, as said above, the sword attacks are a little bit slow, but i'm sure it's not very an issue, as it's probably easy to fix.
Congrats, this is impressive for a game made in 72 hours