Play game
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.
Leave a comment
Log in with itch.io to leave a comment.





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