Really fun to play, everything was smooth and enjoyable. The samurai mode with the sword dashes were very satisfying to pull off, I love that mechanic in games, The art is really cute and I appreciate that each mode has it's own art and animations, that's impressive with the time limit we had. This is a great game, and I can see why you want to keep working on it! It's gonna be amazing!
Play game
A.R.M.A. Project's itch.io pageJudge feedback
Judge feedback is anonymous.
- If you told me this was a demo for a real game I would have believed you. the movement is spot one, especially the samurai, and the art is very nice. I really liked that there were multiple forms you could take and each one had there own art and animations. The rocket form felt like the weakest one, the rocket is slow while the gun shoots faster and feels more useful. This is a wonderful game, a lot of work was put into it and you can really tell. Only gripe is the rocket form, maybe see if you can revamp it into something that gives more utility or fits the overall abilities better.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1hdyrvpSjCnOdsI6bCCX050tnqTekb75B1zXLstxyklg/edit?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
Summarise your game!
A.R.M.A. Project is an action-platformer where the player traverses 2D levels while constantly swapping weapon movesets, which are obtained by defeating common enemies.
CONTROLS:
Keyboard
A to move left
D to move right
S to interact with form-changer
Spacebar to jump
P to open the pause menu
Mouse
Drag the cursor to aim
Left Click to shoot
Please explain how your game fits the theme:
In A.R.M.A. Project, your player character is a human-like swiss knife of a weapon, built to copy enemy guns and blades. A.R.M.A. is an acronym that stands for Adaptive Robotic Mechanized Artillery. “Arma” also translates to “weapon” in Latin, Italian, Portuguese, and Spanish.
Is there anything you'd like the judges to pay particular attention to?
This was the first experience with game development that everyone in the team had. We're looking forward to join another gamejam in the middle or end of the year. Any feedback on what we perhaps should've prioritized would be great.
We're also proud to inform that, save for the SFX, all of the assets in this game were tailor-made for this game. Nothing repurposed, nothing taken from elsewhere, everything done since the start of this jam. It was tough but worth it.


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