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2, Yet Only One's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #132 | 2.500 | 2.500 |
| Design | #145 | 2.500 | 2.500 |
| Overall | #164 | 2.417 | 2.417 |
| Relevance To Theme | #205 | 2.250 | 2.250 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Pretty nice, but I have to complain about controls :/
There's a small lag between hitting attack and actually attacking, and it's hard to get a feel for the reach of the melee weapon. That and the fact that when an enemy is killed there's still a small window of time in which he can kill you makes the game uncomfortable to play.
Art style is cool, good job! Game feel seems off in a few places though, here are a few improvements I could think of:
- Enemies should attack rather than trigger kill. Here's it's too unclear when death will happen or not.
- The player's attack range on the sword is much wider than the animation suggests.
- the level design is rough: too long is spent on waiting for the enemy to be in a good position to attack. I'd suggest to go all in on a combat game rather than mashing up with some elements of platforming. Focus on one mechanic and make it great before adding more!
Nice little experience. At first I didn't realize that there were multiple weapons-- I think that maybe at the start of each level, if there were 2 big buttons that you had to click on to choose your weapon, it would make for better game flow and make it more apparent how it fits the theme. I liked the boss battle at the end too.

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