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Claws and Jousts's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #15 | 4.250 | 4.250 |
| Audio | #60 | 3.333 | 3.333 |
| Originality | #60 | 3.667 | 3.667 |
| Fun | #62 | 3.417 | 3.417 |
| Overall | #63 | 3.405 | 3.405 |
| Accessibility | #66 | 3.083 | 3.083 |
| Graphics | #91 | 3.167 | 3.167 |
| Controls | #102 | 2.917 | 2.917 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6.1
Theme Interpretation
The player has to charge his attack in order to hurt enemies.
Wildcards Used
Cutie
Add something cute
GWJ Participation Level
2
Team Size
4
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
This was a lovely game, very charming and plays very well. Some general comments:
The VOD of the review is linked below, it will be available for 60 days:
https://www.twitch.tv/videos/2855647604?t=0h18m51s
Thanks so much for such thoughtful feedback! Regarding the plus and minus buttons, we simply forgot to translate them into English 😂 (we're Brazilian). As for the UI issues, we plan to address them after the jam ends (time was really tight).
By the way, I saw in your stream that you ended up losing on Level 2. We realized (too late) that the game got too difficult—there are actually 10 levels in total, plus 4 or 5 other enemy types. We'll improve the balancing in future updates, too!
Thanks again for the feedback!
I agree with the others, the premise is nice, there shops and stat systems are interesting, but the controls feel a bit too floaty and losing all speed after making contact with an enemy makes the game pretty punishing and, to me, less enjoyable to play. I found myself charging archers in level two, only to have no way to get back up to speed fast enough to evade subsequent "arrows". Some of the text is pretty small too (the menu, but also I missed the timer in the arena the first time :D).
But with all that said, I find it pretty impressive you pulled this off in a week, good job!
Losing speed after hitting an enemy made it hard even in second level on the arena :) The gui of the shop was amazingly complex (in a good way!) comparing with rest of the game, so extra congratulations to whoever was responsible for that :) The controls felt a little bit like ice-skating, but I guess that might have been intended. Once I got used to that it was fun, I liked it :) Btw, playing on BIIIIIIG screen the controls popup from the button in the main menu opened so small I almost missed it :P
As a "game enjoyer" i "enjoyed" this "game" ;)
I wish we could like triple kill enemies, or get like 10 in a row if we're like turbo. Having a "button" to "charge" COULD work TOO! I'd say 6-7/10!!
The art style for this game is very cute, and I really like the music and sound effects. I love the upgrade system, it had me enjoying improving my gear every time I was back in town. The combat is fun, though I think that it might help if there was more control over turning, it was a little too easy to get stuck in a loop of getting knocked back by enemies and not being able to turn and accelerate fast enough to get out. Having less momentum loss when striking an enemy at higher speeds might improve the feeling of charging through enemies. Overall it's a really fun concept, I enjoyed playing it. Good work!
I love the fantasy, and the upgrade system is rather compelling. I found myself fighting the controls often though.
Hi! Could you provide details about the problems you encountered? That way, we can improve the game in the future 🙂
Of course! I loved the feel of the steering but struggled to regain the initiative once I was being chased as the runups took quite long in the beginning.