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One Must Stand 2026's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #21 | 3.623 | 3.800 |
| Audio | #35 | 2.765 | 2.900 |
| Originality | #36 | 3.146 | 3.300 |
| Fun Factor | #41 | 2.479 | 2.600 |
| Overall | #41 | 2.765 | 2.900 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Was your game made solo or in a team?
3 person team
Did you use any third party assets?
yes, credit section is in-game
Did you choose from one (or more) optional secondary themes?
no
Does your game contain any 18+ content?
not that I'm aware of
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Comments
The art style and movement animations I thought were great - some of the most kinetically-satisfying animations I've seen from the submissions I've played so far. I also really like the concept of a genuine one-on-one melee engagement with with strategic mechanics like blocking, rolling, and evidently some combo attacks that asked for some rhythm from the player.
I admit, though, that I found this game really difficult. Initially, it's due to how it runs on firefox - which is barely; Edge proved to be smoother, but there were still frequent movement bugs. The camera would get stuck rotating on its own, causing turning and cooling down to become impossible for lengths of time. I also don't understand the block mechanic - it doesn't appear to have any meaningful drawback, meaning fights can go on for a long time if one just holds block, rolls away and recharges. The only way to really get close to anyone is by rolling due to the movement speed, but rolling either parries all attacks, or causes the one rolling to die instantly even from full health, depending on maybe the timing of an attack landing? It's also difficult to execute combos; the block and parry both appear to reset a combo to the first attack, and the first successful hit or two often knock the opponent far enough away that it's not possible to follow up with the rest of the combo as there's no way to close the gap.I struggled with this one, but I like the concept a lot. Props to you for taking it on, as I can only imagine this type of combat is difficult to develop (and to animate - again, very nice job there) - I'm not sure if the gameplay feels the way you want it to feel, but as it is I definitely struggled a lot.
Wonderful feedback! Loving it. Thank you so much!
visuals are very nice and I love the vibes, not sure on music pick and I unfortunately also met some bugs especially multiple t pose instances and freezes mid game, besides that the menu work and all of the options and UI work, amaze amaze amaze
Thank yooouuu!
I love the graphics and atmosphere ! The player controls and the ennemy behavior seemed buggy? I didn't succeed in rolling? Also sometimes the ennemy gets stuck doing nothing?
I loved the graphics and the post-processing effects added. Lil buggy on my device, maybe it’s just me.
Great job
Thank you so much for playing and your feedback, Methil!
great job !
Merci beaucoup, PN! J’aime comment tu ecrit ton ‘comment’ :-)
j'ai pas compris ton message :')
Zut alors…
sinon ! le jeu est vraiment sympa esthétique, enfin je m'étais exprimer sur le serveur à ce propos mais t'as réussie sans trop forcer sur les shaders à faire un truc qui fait "ps2/wii", par contre la version web ça glitch beaucoup pour ce qui est animation et combat, mais c'est vraiment très cool, la partie visuel c'est ce qui fait le point fort du jeu, elle est suffisante pour que le jeu soit appréciable et ça se sens que c'était la partie essentiel du travail.
On dirait c'est un protoype de homebrew destiné à la wii.
Wheeee, allons y tous a la Wii!
Cool fully 3D combat arena game.
I liked the color customization options for the mechs and the choice of weapons, i also dig how the name’s a reference to One must Fall 2097, the very shiny mech designs also seem inspired by it ^^
My main gripe with this is that the controls overall feel a bit unresponsive :/ my input didn’t seem to always register properly, could be an issue with the web build ? While i mostly understood how the lock-on, cooldown, and shielding worked, i didn’t really understand how to hit the enemy, when i held the key i mostly missed wile aiming at him or having the lockon key to make sure i faced him exactly, when i just clicked my combos didn’t seem to complete, and sometimes by luck i managed to spam click and get a few combos to hit my opponent, i’ve won a few rounds mostly by luck. It would be cool to have some sort of tutorial to help understand how the combo system actually works(though i feel th input lag didn’t really help either)
Now other than that, i really like the concept, and the swing animations look super rad, plus i like the fact that each weapon type seems to play differently, and the upgrades shop is always a nice feature to have to help the sense of progression.
So well done overall to you guys :)
Thanks for playing here and your feedback!
My lesson here is that it isn’t obvious enough that the enemy blocks your attacks, seeming like your attacks don’t land.
That’s probably why though i gotta say i can be a bit dumb at times so i might have missed some gameplay stuff so this could as well be a me problem ^^
Well, I gotta make my games more PixelMetalWolf-proof, I guess… Thank you for being so modest!
Haha well i guess so :p