The mechanics fit each other well. It was a little tough to get started but once I got it down it was great. I'd like to see you continue to develop this. Great job!
Play game
Blade of Reversal (Round 1)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| How well implemented was the core mechanic? | #22 | 4.000 | 4.000 |
| Would you like to see this game idea developed further? | #39 | 3.720 | 3.720 |
| Did the game align well with the task? | #43 | 3.880 | 3.880 |
| Did the secondary mechanic complement the core mechanic well? | #43 | 3.560 | 3.560 |
| Overall | #48 | 3.520 | 3.520 |
| Was there a sense of progression? | #131 | 2.440 | 2.440 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Type one of these words: AIM - DUCK - GROW - FLOAT - VOICE - CHOICE
AIM
Which game engine did you use?
Unity
What are your pronouns so I know how to refer to you in the videos?
He/Him
Will you continue in GDKO if you were selected as a Wildcard?
Yes
Comments
Really love the mechanics and being able to shoot the arrow back at the enemy!
Very cool prototype. The graphics look nice and the parrying feels great. I really like the sound effects and slow down that happens when you do the perfect block, killing the dudes feels awesome. I think it'd be cool if the difficulty were to ramp up faster or if it became a game where you could move around and stuff too if you kept working on it. Great job!
I loved it, got to 163 score! I think it could be expanded to be even better!
The blocking and parriyng mechanics feels great. As for the game (I know this is a prototype, but in a jam one has to evaluate it as a game as well), I can't say I didn't had fun, thanks to parrying mechanics feeling good, but the challenge was clearly missing, the difficulty is increasing too slowly to make effect.
Maybe you could simplify by removing the vertical look axis as it serves no purpose, and I play first person games with invertY so the vertical axis was just unneeded disorientation.
very good This mechanism also appears to have great potential for integration and expansion into other genres.
Very cool Idea, I believe this was one very nice prototype and I can see this idea developing into a full game with cool mechanics and engaging story. I would love to see levels in which arrows are throw at you in a puzzle way so each time you try to parry or block them you have to think of the order of the arrows or which action you have to do. Very cool keep it up.
Very fun parry game and I think you could really make something cool. There are some things that need work but I saw in other comments that you mostly focussed on the main mechanics (100% okay to do so btw). So some feedback on your main mechanic, the parry is nice and I love the intro. I do wish the enemies would spawn and attack faster cus sometimes you mess up and you just stare at the fucker for 10 seconds. The sound feedback is great tho
So with some work I do think this could be real fun!
Deflecting the arrows felt really nice and satisfying, but I wish that the game had more mechanics
Very neat, first and foremost great job!
I got to 158, and I really enjoyed the challenge: as the game goes on, you really need to lock in, parry the incoming shot, turn around and parry the next one, all based on where you heard the original sound.
So, big thumbs up: I think the mechanics work marvelously.
From a graphical standpoint, I appreciated the effects: the outline makes the game more fair, the sword swinging effect is cool, and so are the arrow trails when parrying back.
If I may suggest one thing: I think I never got to run out of stamina! I noticed that you are rewarded with some when you parry correctly, but since the arrows are kinda easy to parry in my experience it was never scarce. I would suggest either making the parry gain less stamina, or making arrows damage your stamina (I noticed it did not in my case by the end of the game)!
In any case, aside from this, I think it is well executed, a fun game with a cool concept that plays really well.
Plus, bonus points for the floating goblin (hope he didn't crash in the mountains
WOW! THANK YOU SO MUCH!
This made my day :P
I'm happy you played so far! I kinda made the difficulty scaling too slow, and I was scared nobody would experience later rounds.. Thanks for the sweet feedback!
I totally agree with you! When I playtested I also thought it was waaay to easy, but I didn't know if it was because I made the game or because it really was "too easy". I let some friends play it and they seemed to have a hard time with the parry, and they were always at 0 stamina basically. Thhat made me a bit scattered and I didn't know how to solve it, since I couldn't satisfy both "groups".
I think I need to rethink the stamina system as you said, also making you lose stamina when hit would be cool! I like your ideas so much!
Thank you again! Have a great day :D
The initial experience was great (besides the tutorial in the menu not working) but the difficult ramped up too slow in my opinion. By the time I got to 20 score there really wasn't anything new but played to 70 to see if anything would appear, but no. It also felt weird how I hadn't died yet and just to confirm I didn't play and sure enough, you can't die. Props for having audio at 50% and not full like most other games.
Thank you! Ye I didn't have time to implement some things, in the menu aswell as an end screen.
Since this round was about two mechanics I kinda focused on that :P
I will def work on the difficulty scaling! Atm you have to play to round 200 to feel a difference, not what I wanted...
Thanks for playing! :D
Really enjoy playing this!! The mechanics are great, and super original! Amazing job!! :)
The mechanic works quite well and definitely fulfils the task.
You might want to take a look at optimisation though.
pretty well made for a first round of gdko, I could safely say your going to round 2 🫡💪
Very fun base mechanic, it felt extremely satisfying throughout the whole experience! I think you nailed the audio and visual cues as others have said, it was all intuitive and made sense. Only minor thing was that the mouse sensitivity didn't seem to change even as I lowered it in the settings, but that should be a quick fix
Wow you really pulled through with this! The timing feels great, and I love the use of both audio and visual cues to guide the player to spot the snipers. Also, bravo on the hilarious voice acting!
this is pretty well made for the idea that you're going into
both core and secondary fits pretty well
really well executed loved it!for 5 minutes straight didnt manage to perfect parry and got 0 kills
im glad i didnt take samurai as my dream job








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