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Oath and Odds's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #885 | 2.857 | 2.857 |
| Innovation | #897 | 2.786 | 2.786 |
| Gameplay | #981 | 2.786 | 2.786 |
| Visuals | #1038 | 3.071 | 3.071 |
| Overall | #1072 | 2.810 | 2.810 |
| Theme | #1176 | 2.714 | 2.714 |
| Enjoyment | #1242 | 2.643 | 2.643 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Attacks are chance-based and there are methods of lowering the chance to hit in exchange for power.
What code and assets did you not make from scratch during the jam (if any)?
I did not make any of the assets used, which included the font, backgrounds, music, enemy sprite, sounds, or icons, all of which are credited in my game's description.
How many people worked on the game?1
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Comments
I was confused and thought the knight is our player char but then I realised it's the enemy and we are in first person. :D
I love the art design! The enemy looks and movement are great. Subtle animations in the background would be a nice addition, like subtle movements in the clouds or very slow falling snow. The "risk it for more" is missing somehow. I also missed more visiual feedback if the plyer gets hit, maybe red color or blood on the screen?
The music was music superb, though no original composition for the game. Gameplay was fun and challenging,
I liked the battle, you chose good assets to complement the gameplay as well!
My slash/empowered strike plan worked nicely, I didn't build up energy for the other skills.
I recommend more fights, with a potential rock-paper-scissors mechanic to get players to try out some other skills.
Nice work!
I like the concept of this like nitty gritty duel with someone you’re equally matched with. I tried using stuff kind of randomly and lost, and then I just stabbed and empowering striked my stab when I could, and I won quite handily. Did it again with slashing which I think was technically superior as it has a higher expected damage per round. I just didn’t see the incentive to actually do anything riskier. As a player, it sure feels bad to have such a low % chance to succeed I think. I’ve always felt input randomness feels way more interesting than output randomness but even rolling dice or something seems like it could’ve made it feel like I had more control even though it’s mathematically identical. Anyway a neat little functional game for sure, good job! :)
Yeah, I totally understand that the current system is very flawed. I struggled with implementation so I settled on the current system but at the time I couldn't think of a quick solution to the problem that the low chance abilities are just not really worth it. I really appreciate the feedback and advice! I'll definitely try to learn more about different ways to make choices and interactions more satisfying in the future, but in spite of its flaws, I'm glad that you thought it was neat!
helloo!
I loved this!
Don't know if i missed the biscuit integration, but i like the way you included risk in the system of your game.
I know you did not make the art, but you did choose these specific assets and they're great!
Wish it was longer but i know you did this alone so that's awesome!
Thank you for your hard work!
~Marilyne
Hello Marilyne! I'm glad that you loved my game! Regarding the biscuit integration, I had more ambitious ideas for the reward of choosing lower chance abilities but settled for more damage since I was struggling with implementation. Regarding the art, I'm glad I found the art that I did. I was worried that I wouldn't be able to find anything but luckily I found just enough to fill my game. In terms of length, I also wish it was longer but I was struggling with keeping my scope achievable for my first game. Regardless, I'm glad you enjoyed it in spite of all of its flaws!
As others have pointed out, visual clarity is kind of an issue here. Took a bit for me to realize what was going on. Aside from that solid game. I got pretty unlucky in one of my runs where neither I or the enemy landed an attack for almost 10 rounds straight.
I'm sorry that it was so confusing. I definitely wish that I had the time and knowledge to implement a better UI and tutorial. I actually wanted to make them better but was running out of time and struggling with the implementation and debugging. I also wanted to add some mechanics that would prevent perpetual ties/no damage but didn't implement them due to the same reason I didn't improve the UI. Regardless, I'm glad you found the game solid. I was worried that the game would be a mess so it's nice to know that most of the problems that people had were ones that I was already aware of.
Interesting mechanics and quite well developed for a short jam! I had a draw. We both died on round 36. I enjoyed exploring the combinations of abilities and strikes. As for me, using an empowered stab was the best choice because it has a high hit chance and decent damage. But I received an Overlord strike from the enemy, and that fact sealed my fate :) Thank you for the game!
I loved reading about your experience! I'm so glad you enjoyed it! I was worried about how fun it would be with the movesets that I chose, but it's reassuring to hear that you liked the combinations.
Others already mentioned the UI, but it was really hard to figure out what actually was going on. I really did not try this out for too long, so I cannot give you any actual feedback about the game itself, but the UI is just such a huge turn off.
Don't let this feedback be a discouragement though. But if you have a game that is mainly about interacting with a menu, make sure that menu is easy to understand, clean, visually appealing and fun to interact with. and give the player feedback.
Also, a few tutorial hints would really help the player. Without any hint, the player is just looking at UI elements and looking at UI elements is not fun at all for most people. So tell them what the UI elements do, what the game mechanics are, so they can play the game.
Thanks for the critiques! I'm sorry that the UI isn't better but don't worry about discouraging me, I really appreciate the advice and feedback. I'll certainly keep these things in mind in the future so I don't make the same mistakes again.
A touch better ui and visual feedback for hits my friend and you have a perfect game jam entry. It was quite fun and you managed to add just the right amount of stats to not overwhelm the player while also adding in an extra layer of risk vs reward compared to traditional strategy games. Great job
I'm glad you found it fun! I was originally worried about the balancing and complexity of the systems for the scope of this jam, but I'm glad you found it just right. I know the balance wasn't perfect, but hearing that you liked it is a big relief.
So i feel like you have this whole system planned out in your head and it seems to be pretty extensive for a game jam game and very cool. But the UI is definitely is what limits you here. I didn't even know what was happening in the first minute.
The abilites/moves could have tooltips on hover instead of locking them inside a giant scrollable list
Player and enemy stats could be more juxtaposed, putting them underneath also caused mild confusion in the beggining
and the font. I know its medieval and all. But with this amount of text reading you need a more readable font, definitely.
The fighting system has potential, I can see this being worked into a full game with multiple enemies, upgrades, stages etc. Audio and assets are both really good.
And what a banger title, haha. I don't know, It rolls of the tongue weirdly well.
Thanks for the critiques! Yeah, I was originally planning on making tooltips when you hovered on each ability but realized that I was running out of time and I didn't know how to make them. I'll definitely learn how to make them in the future so something like this doesn't happen again. Regarding the font I'm sorry that it's not the most readable. When I was looking for free fonts I struggled to find something stylistic and readable so this was the most legible one I could find in my panic. Nonetheless, I'm glad you enjoyed the systems, the title, and my game!
Took me an embarrassingly long time to see that I could use abilities... UI could be made a little clearer but overall really nice game!
Thanks for sharing your experience! I'm sorry that the UI wasn't better. I'm still inexperienced and I was running out of time so I focused on making it functional first. Regardless, I'm glad you enjoyed it despite the bad UI!
I enjoyed the idea of the ability modifiers - it's a cool mechanic. Nice work!
Thank you, I'm glad you enjoyed the mechanic!