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There Can Be...'s itch.io pageJudge feedback
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- The GDD being in markdown makes it harder to include images, so that’s something to consider for the next jam. The document feels more like a technical specification than a traditional game design document — focusing heavily on the technical aspects rather than the design pitch. While that’s not inherently bad, it shifts the emphasis away from what typically qualifies as a GDD in terms of design versus functionality. That said, it’s packed with informative details about the game and includes a planned roadmap for future features, which is great to see. I enjoyed the combat system and the dwarf character as the upgrade provider, but I was puzzled by the ability to fly — especially given the presence of a day & night cycle. The absence of a pause menu also makes it tricky to take breaks during gameplay, so adding one could improve the experience. As a programmer myself, I’m impressed with the achievement of having the C++ build work smoothly as a web version. That’s no small feat, so bravo — well done.
Link to your Game Design Doc on Google Drive.
https://drive.google.com/file/d/1nGY7_xpisqtvOxv7SxcwJwuk0K5CWMoR/view?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarize your game!
Thank you for hosting and thank you for playing my entry: There Can Be.
There Can Be is a shoot-em-up-like (Shmup-like) where you play as a human hero with a sword. Only one sword. There can be only one.
Orcs come at you from left and right. Bats come down at you at night. Orc boss every 10 levels.
Move with the arrow keys. Attack with the A key.
Attacking has directional influence. Pressing up causes the sword to thrust out upward the next time you press A. Same for the other directions. Be conscious of which direction you are thrusting.
Defeating orcs causes coins to drop. Collect and spend them on a power up when the traveling dwarf merchant rolls by. He will have one of 3 randomly chosen power ups ready for you. He's got you. Nameen?
Once you select your power up, you'll return to the field, the merchant will be gone, and you'll be back in action, slightly stronger, and facing slightly harder game conditions.
Before long, things will be completely insane.
When you get hit or take damage, instead of an HP counter, you just get bloodier and bloodier...
The sword has important properties like size and durability. You'll notice that you can press and hold the A key in order to keep holding your sword out. But when enemies run into it, it is automatically sheathed, and you'll have to pull it out again.
Enter: durability.
Durability, when increased, allows you to keep holding the sword out for more hits before it 'breaks' and have to be sheathed and pulled back out again. The more durability, the more enemies you can kill in one go...this will be a very important item, consider acquiring it first or second, along with speed-up.
How long can you survive, in terms of both levels achieved and time played? What's your top score going to be?
Are you, in fact, the chosen one?
Let's find out: for, there can be...
(only one)
Please explain how your game fits the theme.
1. The entirety of this game sits inside a single main.cpp source file. There can be only one :D This allows for massively rapid-fire build/test iterations and I had a lot of fun working on this.
2. All of the sprites use only 1 frame of animation: in other words, only one graphic per entity.
3. The hero has only one sword. This greatly influenced the initial gameplay decision for the sword to be kept on the hero instead of it flying out like a bullet in a traditional shmup game.
4. The hero has only one life. Back in the day, we had these things called "arcade machines" that held whole video games inside. When you died, you could insert coins to continue. No such luck here. You die? Game over, man, game over. YOLO, there can be only one (life).
5. The name is taken from a line from an old tv/movie series called "The Highlander". There can be only one.
*side note: If it must be said, and I quote Master Shake: The Highlander was a documentary, and events happened in real time.*
Is there anything you'd like the judges to pay particular attention to?
This game was written entirely in pure code using C++ in one single main.cpp source file. The source code is public under WTFPL, and its variables are meant to be highly tuneable to find the best feeling experience.
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Comments
Made it to level 200. At a certain size, swinging the dagger up makes the dagger just not show up lol. Also the bats are a pretty big difficulty jump the first time they show up. The bosses stop spawning after a while too, maybe they can replace the small goblins for a more constant difficulty ramp?