Soo smooth... so cool...
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TrailBlade's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art & Audio | #19 | 3.217 | 3.217 |
| Overall | #22 | 2.913 | 2.913 |
| Presentation | #24 | 2.957 | 2.957 |
| Use of prerequisite | #26 | 2.783 | 2.783 |
| Gameplay & Enjoyment | #27 | 2.870 | 2.870 |
| Use of theme | #45 | 2.739 | 2.739 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ziva
Was made with Ziva
GameMaker
Wasn't made with GameMaker
Easel
Wasn't made with Easel
Comments
Really fun concept! The "trail blade" mechanic is clever and engaging.
Pros: Clean pixel art, catchy audio, unique movement-based attack.
Feedback: The difficulty spikes quickly due to tight movement spaces and fast enemy hitboxes. A bit more grace period or clearer hit registration would improve the game flow.
Everything is the game was smooth and juicy. The concept was unique and fun.
Lovely music and artwork.
The game was pretty chill too. I lost after 500 kills because I uncaptured the mouse cursor during a wave, and after that I had no way to make the game capture my cursor again.
One thing about the "Regen x% of HP per second", the problem with it is it works even if you don't fight and keep hiding, and the worst with it is that you also regen in menus, and the problem is that the player might wait in the upgrade select screen for 30 seconds just to wait to have full health (basically : if you give a safer but less fun way to win, the player might use that way).
Another minor problem is that the bounds are a little bit outside the screen, and long-ranged enemies can stay there while you don't see them.
Except this minor problems, that's amazing game !
That art and animations... I was already stunned by menu and the sword animation there - I knew it was going to be super smooth and beautiful. And it was. I'm shocked you can make that level of visual enjoyment in just 2 days. Great work!
Gameplay is clear and easy, buffs are balanced, enemies upgrade the right time. Simply a very polished small game.
Agree with the point that speed as a theme could've played bigger role in the game. But outside the theme - it's a great small game.
Thanks for playing! Glad you liked it! 馃槃
Do you have any suggestions on how the prerequisite could be shown better in the game? The way I imagined it was that if you draw your trail really fast, you can avoid enemy attacks and trap more enemies to deal damage. (The damage itself stays the same, though, no matter how big the circle is.) That's why I thought the theme "Speed is your weapon" fits pretty well. I'd love to hear any ideas or suggestions you have on that!
I like how it looks and sounds, 'damaging trail' is really interesting game mechanic at all (e.g. Blazing trail of Diablo's sorceress or fireflight of Dota's batrider) but when I can crazy fly across the arena with mouse swinging it is especially funny! Nice job!
Love the sound effects and sound design for it, and also the concept. very easy to understand and play, reminds me of slither.io. Speed doesnt feel like it comes into play though since anyone can move their mouse however fast they want.
I really enjoyed the gameplay mechanics of this entry. Controlling the knight with the mouse and drawing trails to encircle enemies is creative and feels very satisfying. However, in my opinion, it doesn't fully respect the jam's prerequisite. While you definitely need to be fast to survive and circle the enemies, speed itself doesn't feel like your actual weapon




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