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A jam submission

One Hit HeroView game page

Battle through enemies and fight your way to the top!
Submitted by JimJim — 4 days, 3 hours before the deadline
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One Hit Hero's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#1033.0003.000
Controls / UI#1032.7002.700
Art / Graphics#1222.7002.700
Sound/Music#1252.4002.400

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Strategy

Turn-based | Card Games | RTS | 4X

Rating

For 13+

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Comments

(1 edit)
  • Timestamped Youtube Link
  • Graphics : Serviceable but a bit rough
  • Music / Sfx: Fine , maybe a bit loud on the 'combat' noises
  • GUI : Fine but somewhat glitchy, e.g. near the bottom of the screen for attack speed or shield choice there's some clipping.
  • Notes : 
    • Premise is good, reminds me of a few other games that involve fast paced combat with only one hit like nidhogg.
    • Games a little glitchy I think, there was some issues with hits getting recognized or blocked.
    • I read that this game was only 100 lines of code, if that's the case then it's pretty impressive for so little.
    • I'm surprised there isn't a counter for how far you've gotten or a high score.
    • I think the big guys need some way of tracking how many hits they have left.
    • The stamina is rather punishing , I feel like it might need some balancing but is probably a good idea to prevent spamming block/attack too often and cheesing the game.

Overall the game is good with it's minimalist nature.

Submitted

The game just froze on me  after i upgraded my sword:(  

Jam Host

Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

Well, that was... short. Shorter than I expected, anyway. It's a good prototype, but there's a lot to still go before I feel it can reach its full potential. Being a prototype, it leaves the player to figure out how to play it, such as how to even perform attacks and blocks, as well as the mechanic of doing perfect blocks to restore stamina. I don't know if it's intended but when you get to (I think) the fourth upgrade, you're unable to pick a new upgrade and continue on.

As you develop this out, though, you'll want to do a few basic things. First, make sure you teach the player all of the mechanics. Second, add a counter for how many hits the player can take. Third, slow down how much the attack speed upgrade improves your speed so that there's reason to get multiple of those upgrades. In fact, make sure player attack speed is slower than the NPC attack speed so that players have a slight disadvantage and need to rely on blocking. The way it is right now, if the enemy performs an attack first, all the player has to do is perform an attack.

I also recommend just resetting stamina every time the player reaches an upgrade point. Stamina already recovers in the background while choosing an upgrade, so this sort of change would encourage players to not just wait until it's full.

Lastly, think up more types of attacks and upgrades. Unless you plan to just use this as a mini-game in a larger game, what's present right now isn't enough to sustain it. Add ranged attacks, the ability to move back and forth (which could also be used for dodging. Perhaps if someone attacks and the attack is dodged instead of blocked, it prevents the attacker from being able to do anything for a moment. This form of defense would also not use any stamina), and maybe even magic spells.

Submitted(+1)

Great mini game. Very good combat system that could be part of a bigger game. Having different kind of enemies is nice. You could add different weapons and shields as upgrades. Some epic music would be a nice addition too.

Well done!

Submitted(+1)

It was fun for a good 5 minutes! Super interesting gameplay loop, I could see it getting pretty addicting with the addition of additional enemies, weapons, upgrades, a progression system, or maybe some equipment or different classes or loadouts? Either way a super solid start!

Submitted(+1)

A simple game, I like the mechanic that appears to be a stamina-like bar that prevents you from spamming attacks. I think the game leaves much to be desired in the form of different upgrades and it could use an overhaul of some of the artwork and sounds in my opinion. Perhaps some music.

(+1)

That was fun!

Some ideas for additional upgrades:

  • Evade chance: +1% chance to evade a hit (stacking)
  • Spiked shield: +1% chance to do damage on succesful block(stacking)
  • Critical hit chance: +1% chance to do double damage agains stronger opponents (stacking)
Submitted(+1)

I like the simplicity of the game! Agree with the other commenter that additional upgrade options would be cool! I noticed that I would sometimes regain full stamina after blocking, is this a perfect parry mechanic? A bit more info on how that works would be helpful. Fun game to try out!

Submitted(+1)

fun game, would love to see more upgrades as well!