Super cool you got a 3d game working in such a short amount of time!
The camera controls being inverted makes for a tough challenge
Play game
Revenge of the Blade's itch.io pageJudge feedback
Judge feedback is anonymous.
- Very novel idea! I really like the concept of creating alternative controls and having the player re-learn what they previously thought was easy! The general concept of the game kind of reminded me of the barrel shooting levels in Donkey Kong Country! I think for me what was difficult about the game was that the controls required a lot of thought and precision for not a lot of reward after getting it right. For example, timing the right button on the spinning blade was really difficult, I had to figure out which axis to rotate on and then hit it at the exact right time. But even after I successfully did that, I didn't really understand how much it would rotate so I still felt like I didn't get rewarded for doing it right. In the end, it felt like the best bang for my buck brain energy-wise was to just spam the rotate buttons and hope that it eventually got in the right direction. Overall I liked how the art was simplistic, the music was catchy and I like the premise. I think for me the control scheme was a touch too obscure, making it difficult to really be able to wield the sword consistently. well. Thanks for the entry and best of luck on your future game dev endeavors!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1vqRxMkuISRs-FF0E42kBo_rEtp_T0jRc/edit?usp=drive_link&ouid=106254099817817938737&rtpof=true&sd=true
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
Summarise your game!
Its a game about controlling a sword, which has unusual movement options. This game also is a roguelike, having upgrade aspects throughout the game.
The story of the game is you are trying to avenge your lost blacksmith, destroying anything that stands in your way.
Please explain how your game fits the theme:
The theme was interpreted very literally, with the player being the weapon for once, instead of handling one.


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