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Stone, Scroll and Blade's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #7 | 4.125 | 4.125 |
| Enjoyment | #45 | 3.406 | 3.406 |
| Overall | #48 | 3.344 | 3.344 |
| Audio | #56 | 3.156 | 3.156 |
| Theme | #95 | 3.000 | 3.000 |
| Art | #122 | 3.031 | 3.031 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I liked your game, I thought the concept was really cool, congratulations!
A very fun concept, and quite innovative in terms of choosing a classic game and converting it into an engaging combat-based game with a nice little backstory. Great work!
This was fun! Confusing at first becauseI had to think about which item to select (yeah Im dumb sorry) but cool concept!
not dumb at all! It’s been a common feedback point, I’m gonna have to think about how to communicate the concept a little better. The conversion in the mind of they have rock so I have to quickly swap to paper is difficult especially with everything on screen. If you’ve any ideas on how to communicate this better I’m open to it!
This concept is cool, I like it. The impact when successfully parrying is really nice as well. I do just wish there was a checkpoint before the boss, as it was a bit annoying to be sent all the way back.
Really creative & fun concept. It took me a while to remember which key corresponds to each attack, but once I did it was smooth sailing!
Super cool concept of the RPS combat system! Really fun to play. The tutorial was one of the better ones from the entries I've seen and that a big plus for me personally. Just a couple things to polish and it would be perfect! I think the enemies need to stay inside the play area for one, right now they can go out of bounds which is a tad bit annoying. Also i think having other things for the player to collect on screen would be nice like pick ups or something to complement the dash movement. But overall i really enjoyed playing.
Thank you so much! I appreciate your points on the tutorial, given the concept is a little unintuitive I really wanted to clearly explain it to the player step by step, hence the pausing and dialogue with prompts during the first encounter. A lot of jam submissions don't have tutorials so wanted to make it a smooth process here.
I agree on the enemy movement needing adjusting, and great point on other pick ups or items around the map. Tbh even if projectiles moved a certain distance then hovered in place, the player could dash to them and counter them and give that dash mechanic a little more reason to exist. If I were to develop the game further, i'd definitely look into collectibles or power ups.
Thanks for playing!
Nice, game and very creative idea, but on my second playthrough on normal mode, for some reason the marksman stopped attacking and I was just stuck there
Yeah it's a known bug unfortunately, seems like it's happened to a couple people sadly. Restarting the game should fix it, it seems relatively infrequent and wouldn't expect it to occur multiple times in a row
Very Nice game loved the art and the idea of the game. I was running around trying to avoid enemies and they did go off the screen and I couldn't see what they choose.
For sure that's fair feedback, definitely will integrate the enemy's type into the UI rather than their model in a post jam patch
A clever take, this started getting quite difficult quickly lol That kojima-esque twist on the final boss is pretty funny bravo
Hahaha thank you! I wanted something sort of memorable for the final boss but was running out of time, so decided on something like this as a finale. Glad you appreciated it also, I'm always inspired by moments in games that play with elements outside of the game's world
Amazing game, i love the idea!
This was a great game! I really enjoyed the mechanics and the difficulty of the final encounter kept me on my toes!
Quite a neat game, not too difficult to understand but incredibly hard to master. I wish you had time to animate some of the enemy sprites a little more...
Cool idea, fits the theme very well! It was a little difficult in places but not to the point that it put me off, and once I got the hang of it I played it all the way through. The music switching up based on which weapon you have out is a really nice touch, great job!
Thanks for playing! I’m really glad you liked the dynamic music. I actually implemented that system for the first time here, so I’m still learning how to compose around it.
Happy to hear you enjoyed the game!
A bit difficult, but very fun to play, and I found the final boss to be especially neat. Good job!
This is a really clever take on both the tame and the rock/paper/scissors game.
It was also really polished and fun to play (Took me some time to understand the second enemy was telling its pattern). The game is really challenging, but mostly fair ! Good job to the team :)
The idea of rock paper scissor itself is very interesting and you implemented it creatively. I had fun playing this game as it was not too easy or too hard but i was unable to defeat the final wizard boss because i could not understand how to use the escape button for it, some hint would be good. Overall a wonderful game with lore that could be enjoyed without much difficulty.
hey there!
*spoilers for anyone who is stuck on the final boss*
So he has dialogue about being able to hear what the player is saying, when you press escape there are volume options. Turning the volume all the way down will stop the player yelling what they are swapping to as well as the music system. This makes him unable to swap to the correct stance and you can beat him. Had I more time I would have had a more direct prompt included after X time that explains what to do for those who are stuck, but maybe this was a bit too cryptic
Thanks for playing and the kind feedback and congrats for almost finishing!
Hello! Really liked the concept, I was wondering how far could you take it after the first two enemies,and was pleasantly surprised with the third.
Sadly I couldn't beat the third, and having to restart the whole thing after dying kind of turned me off trying again. Maybe some checkpoints would be nice
That said, loved the concept. Great job!
Very unique idea! It was super fun, the art was cute, and I had a great time.
Some things to note: I played on normal mode and wasn't able to beat the third enemy, though I got very close. it's difficult to look back and forth at the bottom of the screen and the game as a new player. Once the player learns which attack maps to which number/scroll wheel then it will become easier, but the important thing is making sure the new players can understand it faster. I would recommend maybe having some UI on top of the player that shows which they're currently hovering and which is up and which is down for the scroll wheel.
But overall, a very fun idea. I think if expanded and the UX is touched up a bit it would become a great fun game!
Thanks for playing! I agree, a persistent concern for me was player onboarding and I think your suggestions would help a lot too
That’s so funny! It’s quite hard, but I really enjoyed it. The boss throws everything at my face LOL, Great game—keep it up, bro!
Solid! Very solid submission! Pretty hard tho, especially when my brain's panicking at the double mapping of enemy attack -> my attack -> buttons, but I'm quite sure that's a skill issue on my end x)
Only thing that bothered me was that I had to keep the enemy on the screen to know what they're gonna send, and yet sometimes they run away out of border/the wall so I can't follow them.
Your comment on enemies leaving the boundary was for sure a big oversight on my end. The enemy should select positions to walk to based on the center of the screen rather than a circle around the player. Definitely will implement such a fix post jam.
Thanks for playing!