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Tiny Blade's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #478 | 2.952 | 2.952 |
| Enjoyment | #552 | 3.048 | 3.048 |
| Audio | #588 | 2.857 | 2.857 |
| Overall | #614 | 2.952 | 2.952 |
| Innovation | #614 | 2.810 | 2.810 |
| Visuals | #643 | 3.095 | 3.095 |
| Theme | #670 | 2.952 | 2.952 |
Ranked from 21 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?
There are strange camera effects which makes user feel they eneter "Strange Places"
What code and assets did you not make from scratch during the jam (if any)?
Asset Art:
Kenny Tiny Dungeon asset
Music:
Menu Music - Tunetank
Gameplay Music - Tunetank
How many people worked on the game?1
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Comments
Pretty fun game not gonna lie! It felt really satisfying just getting to drag your mouse around and swipe at the enimies. I think the character movement was a little too fast though, if you slowed him down and made the map shorter I think the game would feel a lot more complete. Overall though, great job!
Yeah, working on it
Really fun and addictive gameplay. Iโve been enjoying it a lot!
Thanks for playing it ๐
It's an easy and fun game!
Thanks for playing dude
Very fun to play, the spinning attack is really satisfying. It reminds me a bit of crypt of the necrodancer, just without the rhythm aspect. I think adding some roguelike items or weapons would be cool if you're going to update this game in the future. Nice work!
Yeah, working it currently after refactoring codebase, And thanks for playing dude
This is so cool, you have some talent if this was really made without a game engine! Kudos to you!
Yeah, the talent of ruining my life, I have a load of it, btw Thanks for playing it Dude ๐
Great game! It's insane that you made this without a game engine in just a week. The combat is really fun and the art is good too. I will say the enemy pathfinding is not amazing since they constantly get stuck on walls but I completely understand all the restraints and the fact that they even work at all with such little time is absolutely incredible. Great job!
Thanks for playing and understanding my restraints, but a huge update is awaiting for the game, so don't take this as final version of the game (upgrade and reward system, animations, Particle effects, and much more). Also, thanks for pointing out enemy Ai, will improve that also so that I can see players in pain ;).
It's really admirable that you made this game using C++ and Raylib, congrats for doing that in a short time span like this. And you delivered it! Really cool the random map each new atempt, the game is simple but really cool. I don't know how difficult is to adjust this kind of thing in C++ and Raylib, but I think the game needs adjustments in the movement and camera, the camera could be smooth, and not so instantaneous to follow the player, and everything is in a high speed, which can turn difficult to control. Animations to the player would be cool too, besides that, you made a really good job in this game, congrats! My record was level 5.
Yeah, the game isn't completed yet (for me and others), as it lacks many things, like animations, Particle effects, Good player controller, Upgrade and reward System, weapons and more stuff. As you know I have made this game in c++, so I don't have that privilege of dragging and dropping components, so I have to create EVERYTHING. But it doesn't stop me from completing my game.
And thanks for playing and giving feedbacks bro ๐
I saw you've taken on the challenge of doing the game with Raylib + C++. That's such a rarity in a game jam. Hope you had fun doing so! Gameplaywise its quite simple at the moment, but stabbing enemies without even swinging the sword is such a nice change of pace. Special shout-out to the screen effects too, as they are really cool and must have been a pain to implement. I am slightly confused if the game had an ending though. I played till level 5, but I don't see any changes in the gameplay, so I am assuming this is an endless game instead. Anyway, I think you've done a good job making the game!
Other things I like:
Suggestions:
Yeah, it was painful but rewarding at the same time. And yes this game is procedural generation (So there is no ending). And I have plans to implement some mechanics for killing enemies like in Megabonk. Upgrade and reward System. With animation (currently the only animation I have in game is for door lol). I have more plans for this game. So wait till I implement those changes and how interesting the game becomes ๐. Also will look towards your valuable feedbacks.
Thanks for playing and giving valuable feedbacks, It helps me a lot (really)
Good game, although I didn't really engage with the combat mechanic, and instead made a beeline for the door in each level. I only really used the sword to push back enemies that good too close. The screen effects were really neat, and at first I thought something was wrong with my PC cause I didn't read the description. Nice work!
Yeah, enemy was added to have a balance, planned to add elements from Megabonk. But as you i have readed the discription. The game was made from a custom engine. So i have to recreate preety much anything. But fear not, I have already started working on updates. This game will not be completed for me until I think it is.
And thanks for your feedback ๐๐
Fun little game! I really like that you have to actually use your mouse to swing around you, felt really good to just swing at a big group of enemys. Overall it was a pretty fun game!
Great game! Keep it up!โค
Yeah, Offcourse ๐ช
it was quite fun to lure a bunch of enemies, hide in a tile, and attack as they tried to reach you from one direction only :) but also the point of the game is not to fight them, it is to find the door. So I think you found a nice balance of making enemies difficult enough, but beatable, so you can keep looking for the door.
my suggestion would be to make the levels a bit more different from each other, I died in level 3 but all three levels were quite similar. Would be cool to see some different colors/enemies/tilesizes perhaps!
Yeah, I know as I have used a diferent noise type instead of OG perlin, so I can't gurantee the difference in levels [although levels generate on the fly), Will update the codebase to use perlin for the "organic" look that is missing in game currently.
Appreciate your feedback
goated game bro, i had the same idea for the theme. top down 2d game with camera effects which makes it strange
Thanks for appreciation bro ๐