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The last Knight's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #4629 | 2.425 | 2.636 |
| Artwork | #5173 | 2.927 | 3.182 |
| Creativity | #6173 | 2.927 | 3.182 |
| Enjoyment | #7015 | 2.425 | 2.636 |
| Audio | #7284 | 2.174 | 2.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Every step you take, your character takes damage, counting down to the end of your run.
(Optional) Please credit all assets you've used
Visuals from Synty Studios, Music by Owl Theory Music
(Optional) What would you like to be called if GMTK features your game?
Mauri2070
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Comments
I didn't have time to play the full game, but what I played was fun. There is some enemy overlap, but it's just a jam game so it's not a problem.
Thanks! (Yep, that's one of the known bugs I haven't had the time to fix before the deadline)
I feel like at least for me it's kind of hard to tell what happened when I try to attack. Maybe I'm just not used to the genre, so I have to make an effort to look at the health and the place at the bottom that says what happened (which doesn't seem to automatically scroll down so I have to scroll it myself), but also I notice there isn't really an animation or sound effect for getting hit, just for attacking. (I think Pokémon has a different sound effect when you do a super effective attack, so something like that might be helpful.)
Are Weak Skeletons supposed to be groups of enemies? When I've encountered them it says the enemy is killed and then the skeleton's health goes back up again. I thought at first maybe the game had glitched and I was stuck.
My first attempt failed when I encountered a Soldier Skeleton with -4 health and then the game showed an error when I tried to attack, and later I somehow encountered a Demon Lord near where you spawn after running out of health, which also caused an error.
Thanks for playing and the feedback!
Basically, all of what you wrote are things I wanted to include/fix, but did not find the time to implement them (I planned the game with 1 more day in mind, but as life goes, there were other things I had to take care of instead).
So yes, my list of improvements/bugfixes includes:
- auto-scrolling in battle
- different animations for light/heavy attacks, dodge, parry, and getting hit
- clarity about enemy groups (yes, Weak Skeletons and Skeleton Soldiers appear in groups and you have to fight them one after another)
- I actually thought I fixed the bug with the Demon Lord appearing randomly (that's why enemy models stack with each fight), but with your description it seems I did not. When I tested the game after the deadline, I did not encounter that specific bug, so it seems you were pretty unlucky.
Anyway, thank you again for your feedback, and I hope your experience wasn't too bad!
Great job on your submission! I really liked the art style and the overall presentation of the game. Everything looks very well put together, and I think the visuals fit the atmosphere really well. I also think your interpretation of the jam theme fits the gameplay nicely. It's especially impressive that you managed to build a game with this level of complexity in such a short amount of time. Congrats on your work!
Thank you!
Hope you get a chance to play my game too!
I will (tomorrow, for me)! Already saved your game's URL :)
Really cool idea and i like the pokemon-style battles. I had a hard time understanding when to parry and when to not parry tho. I would have also liked to have some scaling difficulty, because my second fight (after the demon king) was against a level 15 demon, I stood no chance. But as I said, cool Idea and had fun playing!
Thanks for playing and the feedback!
Unfortunately, I did not have time for balancing (as you might have thought by seeing the very obvious bug still in the game). However, not showing the enemy's intention is part of my game design. Every type of enemy has a unique attack pattern you can learn by playing the game, and thus, it is even possible to kill the demon during the tutorial.
I'm always a sucker for a time loop upgrade. I had trouble telling when I was supposed to parry or attack; does the enemy telegraph its attack somehow?
There's no way to tell the next enemy action right from the start. However, every enemy type has a fixed attack pattern, so you can learn them as you play the game.
Thanks for playing!
Pretty awesome!
Thanks!
This game is absolutely incredible for a 4 day jam. Seriously, amazing work!
Thank you!