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A jam submission

Re-BladeView game page

Throw, recall, or grapple: master your blade to survive the mayhem.
Submitted by lunawole — 12 hours, 2 minutes before the deadline
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Re-Blade's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#1344.2224.222
Creativity#6784.1114.111
Audio#14593.3703.370
Artwork#19033.6303.630
Narrative#48812.1482.148

Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Re-Blade's primary mechanic is a constant loop of tossing your blade a great distance for either aggressive or defensive maneuvers, creating an endless "loop". In addition, the nature of the curved blade causes the player to circle around the edges of the board, forming another loop.

(Optional) Please credit all assets you've used
All visuals from Kenney.nl
Music from Kevin MacLeod
SFX from weloveindies.com, opengameart.org, and freesound.org

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted

Very good gameplay, and very satisfying to cut through a large group of enemies. Well done!

Submitted

With only a handful of mechanics, this game has created a very fun arcade-style experience. It's fun to move around, it's fun to dash to the sword, and there are a lot of interesting micro-decisions on how best to handle the enemies. Great stuff!

Submitted

A reaaaally cool core gameplay loop! Great job! I was never particularly interested in the movement ability one, but that's just me not "gitting gud". :D It's really satisfying when you impale a bunch of enemies with the returning blade.

Really nice!

Submitted

Really cool game ! On the tutorial, there should be a button to stop it and go back to the main menu. Overall i like it :)

Submitted

Nice, interesting core mechanic! It unifies attack and strategic movement and limits the launch by only firing one boomerang. I'm glad you made a complete guide level (but I did get stuck on the invincible Dash section, which forced me to quit and re-enter to play the endless level). Besides, I'm curious about what would happen if the player's WASD movement were removed and the boomerang or the player's own movement ability were enhanced. All in all, well done!

Submitted

I really like giving an arc to your throws and then pulling it back in a straight line. Having the enemies get stuck on the knife on the way back is a great touch. Would love to see more enemy designs if you decide to keep working on it

Submitted

Oh, I really like this mechanism! It reminds me of Titan Souls, but with lot of small enemies having different characteristics. skewering them all at once is very fun to play!

Submitted

I'm glad I got to play it! Very cool gameplay, audio, and visuals! Awesome job

Submitted

Amazing Mechanic 🙌 Such a creative approach for the theme. the sounds and sprites are great too they fit the atmosphere. Great Job 👌✨

Submitted

Pretty balanced game, i like the kebab-or-run mechanic, good stuff

Submitted

It feels really good to throw the knife. It's a really elegant system and it feels good to chain a bunch of enemies together. Solid work!

Submitted

Nice game. Loved all stuff you can do with basiccaly 2 buttons. Also liked the bonuses for striking many enemies at once. Good job.

Submitted

This is a DOPE mechanic you've come up with. I had a really good time poking around (ha) with it. Honestly impressive for a first jam entry and shows a lot of really good mechanics design sense, which you should be proud of.

My things for you to ponder

UX There's some cognitive load overflow from having all the blade's actions attached to clicks. Since there are the charge-attack maneuver and the leap-to-blade maneuver, I think busting those out onto their own hotkeys for the left hand could be really useful for making the moment-to-moment easier to playthrough.

Design Love the whole "charge to cut certain people" idea. I think you missed an op for doing the same thing for the groups of enemies stuck together but using the leap-to-blade maneuver, since you kinda knock 'em back anyway. Feels like it would make sense and be some good comedy, too.

Loops A jam is super tight, so obvs you are always trying to prioritize what to do. One thing that's gotten us a lot of mileage is that once the mechanics are nailed down enough to get the game's loops in order. In this game you use your sword to kill dudes and you get some points in return. The last piece then is to be able to use those points to improve your ability to kill stuff, and suddenly you've got a whole game on your hands. Examples would be: 1) Faster outward flight time 2) Faster return flight time 3) Faster charge time 4) Faster leap time Even with just those 4 things and like 5 upgrades total in each you could stretch the total gameplay available here from about 7m to probably well over 30m (since your mechanic is solid and really fun).

I know you spent good time on that tutorial, but consider just dialing that in a bit more in the future and getting a loop into the game (granted the tutorial was excellent, but there are ways to just display that sort of info as text on the floor during fighting and have that do the same work in a jam context)

Really impressive and solid!

Submitted

The game idea is great, I really like to make combos with the primary key feels great I like the artwork. This game can really grow to something big!

Submitted

Pretty fun and very unique!  The main mechanic is not only very well-done, but also includes room for the player to improve in some way, which I think is pretty hard to do for a new mechanic like this.  Lol, I think the implied metaphor of "guy with weapon fighting off groups of people" is perhaps wearing a bit thin here, with enemies rolling into balls and the kebab ability implying that the guy's just kind of absorbing them, but that's just a minor nitpick.  Very nice overall!

Submitted

The core play mechanic is very well tuned, I think you spent your time on the right focus areas! I also really appreciated how you had a well thought out tutorial for bringing the player up to speed on your game's main verbs. The art and music were thoughtful as well. I wish there was a bit more, but was is there is a quality experience!

Simple, challenging, and addictive! I genuinely believe you could polish this gem into something marketable if you choose to continue working on it. I want to talk at some length about why this game has good risk/reward design, which can help hook players.

Basically, you could just play it safe and continuously throw the sword at anyone that approaches, but the way the scoring is designed, you will get far more points by adopting the riskier strategy of letting enemies accumulate and skewering them all at once. Doing that requires a handful of skills, but only a handful: Navigating through the crowd without getting hit, knowing when to throw the sword at any enemies that will trap you, knowing when to use the invincible dash to flee, and skewering as many enemies in one shot as possible. There aren't too many things to get good at, but the game really challenges you on this focused skillset. As a result, there is a learning curve, but it is an approachable one! I think that's important for hooking players that just decided to try the game out for the first time.

Submitted (1 edit)

Loved the concept of the blade being used like Mjolnr!

Submitted

Really love the core mechanic and hope to see this fleshed out into a bigger game.

Submitted

Great concept, a bit hard to manipulate but this is so fun to play

Viewing comments 21 to 2 of 21 · Next page · Last page