Hi! First off I must say I am sorry I did not get to play your game during the rating period, but I am here nevertheless to offer my feedback :) Your combat system is very detailed and has a lot of tools! But I don't feel like there was ever much of an excuse to use those tools. Only the fireballs were really useful, and even my regular attacks felt like they were too short so I barely swung my sword at all. The levels were very flat and open, so all the combat kind of felt the same. You've done a really great job on this first game, with things like a system for earning xp and levelling up, feedback to the player about getting damaged, a boss fight (so cool!), all the movement mechanics are not easy to get right either! That's a lot of systems working together in a short amount of time, which is really impressive. I think I'd like you to consider whether or not you really need all those systems, and figure out what purpose each one will have in the game. Do you really need an up dash if the player already has a great double jump? Maybe try taking one out and seeing if it makes the gameplay better or worse. Thanks for posting, and congrats on your first game jam!
Play game
SpellStrike's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #473 | 3.262 | 3.262 |
| Fun | #513 | 2.869 | 2.869 |
| Overall | #568 | 2.929 | 2.929 |
| Creativity | #683 | 2.656 | 2.656 |
Ranked from 61 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Preferred Name
SohamGames
Newbie?
Yes - I'm new to game jams!
How does your game fit the theme?
The main character gets started on a journey to train,save the world, avenge his family
Comments
That was a fun game to play! The movement and variety of attacks were really fun to mess around with, especially the different spells and the air attack! The art is also very well done and I enjoyed it a lot. With a bit more polish and more levels, I can see this game becoming even better. Congratulations on your first game jam!
I really like the variety of magic spells ! I don't know if the controls are the best though, I thought about having like HJKL - to spells and attacks, this way the player can execute combos with the spells. The movement feels good, and the tutorial is nice too ! One last thing, I prefer larger attack hitboxes - you give more control to the player to attack while keeping its distance - think about it in terms of the character size, you want to hit a little farther than 1 character length usually. You can see Hollow knight for ref for example. Anyway, congrats on your first jam !!! =)
This is usually a small thing but I honestly loved how clear the tutorial was and made sure to teach all of the different ways to use all of the mechanics! Often overlooked but done super well in your game, and really enjoyed how certain enemies made it make sense to use different attacks.
Overall enjoyed the game! Could use a little more polish on some of the movement/attacks to make it feel a bit smoother and I could see it being a really cool game once it's cleaned up a bit! Great work!
This is pretty good for a first jam good job!
I think if you work on the movement and smoothness of the game, it will make the game so much more fun!
For example, you could make the scene transitions smoother with some sort of animation.
Also, the animations of the enemies could use a unique animation when they are damaged, rather than only pushing them back.
I think you should continue working on this It has great potential!
Kudos!
Good job, I liked the movement and the dash generally. I will say, the dash is pretty floaty when you use it to go up in the air, and spamming upward-diagonal dashes to move around seems to maybe be the best way; I just skipped most enemies like that haha
I see you've gotten a lot of great, actionable feedback from others already. I didn't dig too much, but also don't wanna repeat too much yet again haha. I didn't see any mention of the boss you implemented, and I think the animations and art are awesome but the fight itself could use some tweaking. The boss runs very slowly, but it's still quite hard to beat because it seems to have a lot of health (cannot tell due to the web build issue you mentioned in the game page). Also, the animations are maybe a bit confusing, oftentimes I would get the boss locked into his attack animation one way, jump around him, but then he is hitting me while I'm behind him. Since I couldn't see his health and I felt like I had hit him quite a few times, I ended up giving up on that section actually, I hope I didn't miss too much of the game
Overall it's a good start with some potential for improvement, great job on your first ever game jam submission!
The game looks cool but the movement and the small platforms makes it hard for me to complete the levels.
For the first and second level, I clicked D to run and jumped for the whole time but then the third I got stuck at the beginning an in the section with floating platforms and spikes so I kept starting again.
Great job none the less!
Nice game! I had a lot of fun jumping and dashing, the mechanics where nicely implemented. Good job!
Hey there!
I think many people already mentioned a lot of points - so I won't go into much detail - if theres on point you want more detail on, feel free to ask.
I like the base design and premise of the game. The art assets were nicely chosen and fitting to the world building.
I think as a new jammer (and maybe even new game dev?) you had lots of good ideas, and were able to get them all in but in return had less time for polishing which was needed.
For example - you have player getting hit feedback with i-frames and animations - yet the visualization of it is missing or you added a healthbar to the hud and werent able to connect it to the actual health.
Another example is flying spikes without underground to hold those spikes - this maybe desired but makes me lose my immersion.
Another thing was the background, it seems you were attempting to get a dynamic background / use parallax movement - which would be great if implemented correctly (btw. we stumpled in our game here aswell) - but instead theres a static background and moments later a different static background. Here I'd probably stick to the static background at all.
Nevertheless - its your first game jam and its definitely a complete game - great job submitting!
Love to see more from you in the future!
I have made the brackeys game like following the tutorial and then one more trying to do smth like I watched demon slayer and was rlly into katanas and stuff so I made a game with that and now this one which includes everything I have learned so far I added my additions to the first game ofc
And the health issues r addressed in the game page after the jam ends I'll definitely fix it
ProSmashy pretty much explained my feeling about the game in his comment, I will add that art and animations look very good and you have a lot of potential behind your game and idea, so you should definitely work on your game more and you will have a really solid product. Good job on the Jam!
Here’s some detailed feedback
What stood out in a good way:
+I really loved the variety of enemies, each type introduced felt distinct in behavior
+The progressive introduction of mechanics like double jump, spellcasting, dash, and switching spells was well paced and wasn’t overwhelming
+The background music fits the mood nicely it was subtle enough not to distract, and adds to the atmosphere
+The movement was responsive and each attack/casting had a nice animation
Where I think there’s room to improve:
The upgrade/leveling system is promising, but it’s currently unclear how the upgrades actually affect gameplay -> For example, does “damage” affect all types of damage (melee and magic), or just melee? Does “spell” mean I deal more spell damage, or gain more mana? Clarifying this in the UI or with tooltips would make upgrade choices more meaningful and strategic.
-Spikes vary a lot in size, and some of the smaller ones are hard to spot. If the visual inconsistency is intentional, maybe consider adding a glow or outline to make them stand out more
-The enemy hitboxes feel quite large, especially compared to the player’s own attack range, I mostly used spells trought the gameplay
-When multiple enemies attack at once, it seems like the stun is skipped, which makes it easy to get overwhelmed without any clear feedback or chance to recover. Maybe extending immunty frames and also adding an audible hurt effect would help with this.
-Enemy deaths feel a little flat there’s not much visual or audio feedback that makes defeating them feel satisfying. Even a small particle burst, sound effect, or animation tweak could add some sense of accomplishment after defeating them







Leave a comment
Log in with itch.io to leave a comment.