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ParryKnight Jam Build's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #14 | 3.750 | 3.750 |
| Mood | #16 | 3.375 | 3.375 |
| Overall | #18 | 3.188 | 3.188 |
| Gameplay | #19 | 3.062 | 3.062 |
| Audio | #23 | 2.562 | 2.562 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Pre-made assets
Sound Effects
The sound effects were made before the jam.
NSFW / mature / sensitive content
No
No NSFW / mature / sensitive content is present in this game.
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Comments
Seems really polished but either it's very hard or I was unable to find better way to kill those pesky bastards :)
The game is hard :"D
the cooldown of attack is too slow
I only managed to kill two enemies :"D
The game is really difficult, but it's fun, the only problem is the attack cooldown.
I really like this, and it reminds me of Secret quest on atari vcs, which is a plus ^^ but it would be better if you could spam the counter more, and if the bullets would slightly home on the ennemies (say 2 cm radius) to alleviate the difficulty to aim. There is clearly something here ^^ combat could be super satisfying for a whole hour long aventure with some refinement! ( reminds me of Bangaio also)
At first I found it a bit difficult, but once I got the hang of it, it's a pretty addictive game! I'd say the sword's cooldown is too long, but I had an upgrade that gave me another charge, so it made up for it.
Good game!
thanks for playing! agreed. I continue developing this game and such feedback is vital ;) more to come
Really nice SFX, the sword attack and the parry effects were super juicy. Nice job!
thank youuu
Very juicy experience! I really liked that I was able to curve the dash, felt awesome. Visually cohesive and very challanging gameplay!
I really like the art style and the concept. But for me, the cooldown is too long for this genre of game. In my opinion, it's much more satisfying to spam attacks and parries, but with this cooldown, you have to wait a long time and dodge bullets in the meantime — and the dodge has a long cooldown too! I might be a little too anxious, sorry...
Thanks for the feedback! I will definitely double-down on more parry-heavy mechanics in the future, I agree that now it feels like a dodging simulator rather then offensive counterattacking :0
The artwork is charming and I had good time once I got a run that got past the first couple rooms, it's a pretty tough game! My biggest trouble was figuring out the timing when my attack/sprint was off cooldown. Having to look down at the bottom of the screen and trying to dodge at the same time was very difficult. I wonder if bringing those UI elements closer to the center of the screen could have helped?
Agreed!
Thanks for the feedback! Initially we planned to have sword animation and player effects when dash/sword were off-cooldown but that got temporarily canceled due to lack of time, but will definitely come in post jam releases
Challenging but fun! Has a lot of potential. I would have loved to see more variation in room shape and design, so that you could hide behind a corner or some barrels etc. while waiting for your moves to regenerate. But I really liked the roguelike aspects!
Thanks! Will def add more content and polish to this one