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A jam submission

Buckle and SwashView game page

A game about dragging a pirate into chaotic situations
Submitted by Weird Mage (@weird_mage) — 7 hours, 39 minutes before the deadline
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Buckle and Swash's itch.io page

Judge feedback

Judge feedback is anonymous.

  • I thought that this was very well done, though I felt the controls tripping over themselves at times. The level design was nice and the idea of using both weapons as two different players was nice. It made the interplay interesting. Moving on to the Game Design Document, everything that I look for was there, except future development planning. Where does this go from here? Additional graphics, enemies, maps etc.? Either way, this is a really good concept, and I can’t wait to see where it goes from here.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1_YWUHmT2UgPm3TOhK_1cD5O-CueXRVkAOleeXBKsGOc/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!
This is an action game where you play as the sword and pistol of a pirate, dragging him around as you battle masses of other pirates. It's fast paced, high score survival oriented game that works well as a hard to master single player or co-op!

Please explain how your game fits the theme:
In this game you play the weapons of the would-be main character. We really wanted to make it feel like the weapons were dragging and turning the pirate. He simply follows where they lead, so you can really feel like you are the weapon.

Is there anything you'd like the judges to pay particular attention to?
While this game is fun and chaotic as one person, we highly recommend trying a few rounds with two people at the keyboard playing co-op, if only so you get to say "I'll spin, you stab!"

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Comments

Submitted

This is hilarious. I never really got the hang of it but I managed to kill seven pirates at one point. It was fun to struggle with and the asymmetry between the weapons' effects was pretty interesting.

Submitted

I got 7 kills then couldn't do better because I found the movement tech and kept falling off the boat ;-;  10/10

(hold W and spam the  up arrow, you're welcome)

Submitted

Ahahaha!  Loved the pirate theme, and the ragdoll physics. The unique mechanic of controlling the weapons is a good fit for the theme of gamejam.  Couldn't do better than 5 points, but had hard time of trying! Great jam entry!

Developer(+1)

Thanks for the feedback, and we're glad you had fun! We definitely have a soft spot for ragdolls and goofy physics, so when we saw the theme we had to take advantage of the opportunity to make a game of our own with those things.

Submitted (1 edit)

The more I play, the worse I seem to get :D my first score of 6 is still standing. Great fun, very cool game!

Developer

Haha, we're glad that it's fun even when you feel like you're getting worse. 6 is a very solid score for a first run though, congrats! For all three of us on the development team, we got 0 on our first attempt so you're off to a stronger start than we were

Submitted

Fun! Very hard!  or at least maybe I'm bad at it haha. I couldn't get past 5 like the guy below me but it was entertaining for sure :) good submission

Developer(+1)

It's definitely challenging, but hopefully feels rewarding to get better at it over time. We on the dev team think so, but we're obviously biased. 5 is a respectable score for sure. Glad you enjoyed!

Submitted(+1)

yeah it was rewarding and fun, I always roll solo 😎 so I am the dev team lo

Submitted

My top score is 5 ;_; you guys did a great job tho, clean silly fun! How hard was it to code the enemy AI? 

Developer

So glad you liked it! The AI wasn't actually that hard to make. The A* Pathfinding Project for Unity (which you can find a link to on the game page) really made it pretty easy to set up an enemy that would track the player and avoid other obstacles. Highly recommend, even though the free version is limited to simpler kinds of spaces. The rest of the AI wasn't bad either; the script is a little over 100 lines. That's not to say it didn't a long time and a bunch of sleep deprived debugging lol, but definitely doable.

Submitted

The movement for this game reminds me of Photo Dojo's 2 player mode, janky but still workable and in this case the jank honestly makes it more fun. It also reminds me of Totally Accurate Battle Simulator because of the feeling that the characters are kind of being dragged around. Excellent job =]

Developer(+1)

We hadn't heard of Photo Dojo, but it looks like a blast! We're definitely a big fan of goofy local multiplayer. And that feeling of being dragged around was the main thing we were going for to really drive home the idea that you're playing the weapons, not just someone holding the weapons, so we're happy that came across. Glad you enjoyed!

Submitted(+1)

I wish you and your studio the best of luck, I'm sure you'll make some awesome games!