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The Last Knight On Earth's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #56 | 2.550 | 2.550 |
| Theme | #58 | 2.450 | 2.450 |
| Overall | #65 | 2.600 | 2.600 |
| Visual | #68 | 2.550 | 2.550 |
| Fun | #76 | 2.300 | 2.300 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
i made everything during the jam
Are you using any AI generated assets?
no AI
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Comments
A growing sword and a combo meter are both fun takes - both jam theme-wise and as game mechanics! I liked that as the combo meter went up, I actually became more cautious as I got more to lose.
This could be improved with some 2D physics: my best strategy was to hide inside the boss himself and keep hitting until it was time to dodge. It was also hard to understand the hitboxes and if the hit has connected - I expected some kind of sound feedback from it. I also had a funny lockup at first when the MC got completely hidden behind the boss and I kept pressing arrows instead of WASD so I thought the game was stuck :)
Racking up combo was kind of satisfying, the penalty for getting hit forcing you to get really aggressive with dealing hits as your means of attacking gets shorter and shorter range was a rather engaging concept and created real risk and tension.
The parry also felt pretty good to use, though some cool effect/feedback on parrying bullets would be nice
Hitboxes were extremely strange and the character felt too hard to control for the kind of precise dodging that was occasionally required. The fact that the character had no way to move one way while facing another made the controls kind of annoying.
Was not much a fan of the music but it was fairly competent.
The bullet hell patterning was not the most engaging, it's basically only one type of pattern and there's no contact feedback visually or sound-wise on the player getting hit, making it hard to tell what happened on initial plays, especially with how vaguely the failure condition is implemented.
Fun but short experience.
I liked the idea of the sword getting bigger as you rank up hits on the boss.
The hitboxes feel a bit jank though and there’s a bit of a lack of feedback to tell when you’re getting hit.
I suppose it’s due to time, but once i beat the boss nothing happened and i was just able to move around the arena, just letting you know in case this was unintended and a glitch.
Overall it was fun none the less, good job :)
Got'him! The music is catchy, some sound effects on hit would be cool. I like combo meters, and it fits the theme well with the growing sword. Thanks for sharing!
I think the idea behind the game is cool, I think the hitboxes were somewhat weird at times, I couldn't really understand the exact range of the sword.
Either way, cool game!
The idea of combo-meter is interesting to play around with. Would love to see what you can do with it, giving more time.
Mechanically super interesting, though the sword hitbox is a little janky and feels kind of stilted to use, i found myself a bit frustrated by how my swings don't cover my body or go in the direction i want them to.
I want to see more! this is a really cool idea! c:
I really like the combo meter as hp idea, and it tied in cleverly to the jam's theme
The visual representation of the sword getting stronger was really cool. I liked the sword-shaped fill bar, and it felt especially good getting a good streak going and seeing the fire effect kick in. Using the combo meter as your health was a neat idea too. It made keeping your streak up feel important, and keeping the sword from shrinking was definitely helpful for taking down the boss. I also loved the protagonist's art. He's super charming!
It was good but there was no clear indicator of when you hit or got hit or how to play it.
I feel like the control scheme could have worked if the sword was facing the mouse cursor regardless of the direction the knight was facing, and I wasn't sure if right click was really doing anything, so I feel like it was a missed opportunity to not have the sword flash yellow or something for half a second to indicate a parry attempt, but otherwise it's a decent entry, just lacking in the animation department
Decent entry! I think you could polish it a bit with more time :P Could use more clear way effect when hitting the enemy and seeing your healthbar (or i missed something)
the health bar is the combo meter on the side if it reaches 0 then your sword starts shrinking and when it gets to 0 u die, but thanks