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A jam submission

Stone, Scroll and BladeView game page

A short boss-rush game with rock-paper-scissors based combat
Submitted by slrp, Vitor Yoiti (@vitoryoiti) — 10 minutes, 4 seconds before the deadline
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Stone, Scroll and Blade's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#74.1254.125
Enjoyment#453.4063.406
Overall#483.3443.344
Audio#563.1563.156
Theme#953.0003.000
Art#1223.0313.031

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

Viewing comments 29 to 21 of 29 · Next page · Last page
Submitted(+2)

I liked your game, I thought the concept was really cool, congratulations!

Submitted(+2)

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!

Submitted(+1)

This was fun! Confusing at first becauseI had to think about which item to select (yeah Im dumb sorry) but cool concept!

Developer

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!

Submitted(+1)

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.

Submitted(+1)

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!

Submitted(+1)

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.

Developer(+1)

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!

Submitted(+1)

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

Developer(+1)

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

Submitted(+2)

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.

Developer(+1)

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

Submitted(+2)

A clever take, this started getting quite difficult quickly lol That kojima-esque twist on the final boss is pretty funny bravo

Developer(+1)

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

Viewing comments 29 to 21 of 29 · Next page · Last page