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Swinging Sword Metroidvania Prototype's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #6 | 3.600 | 3.600 |
| Execution | #8 | 3.400 | 3.400 |
| Metroidvania | #8 | 3.400 | 3.400 |
| Overall | #10 | 3.140 | 3.140 |
| Sensory | #11 | 3.000 | 3.000 |
| Relevance to the theme | #20 | 2.300 | 2.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
To be fair i completely forgot about the theme. So maybe Journey was all of the struggles that i made along development
Limitation incorporation
Pie of Infinity can be obtain by killing boss of the game
Team/Developer
Miteoren
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Comments
The movement style is unusual, but pretty cool. Some neat platforming with it here. It took a while for me to get used to (especially for combat), but once I did I enjoyed it.
Combat was fun (once I got used to the movement system ofc), but I didn't find much reason to engage with it vs just running past all the enemies, which is pretty easy to do tbh they're not very aggressive and even your base movement is pretty good at gaining distance on them.
I liked how all the rooms were named...even if visually they usually don't match up very much with those names x). The thematic item placements in a couple of them were neat though.
The boss was cool. Did feel like it should've had an indicator for it when it's offscreen, but that wasn't too bad to deal with. Took me a bit too realize I can do it, but draining its hp with the rocket spin + attacking was fun.
Very cool and unique game.
Definitely a very unique and cool game! Loved the the main character animations and the comically oversized sword, and the music was really nice and catchy too.
With the enemies, I kinda wasn't sure what I was looking at - I guess one was some kind of an enchanted dagger that shoots lasers from the grip end for some reason, and the other was a heavily armored knight? The level was a bit empty and repetitive and could have used a few less rooms in my opinion.
The physics feel quite well-executed, although I have to say sometimes I wished I just had a normal jump button... I spent a lot of time flailing around with my sword getting stuck on moving platforms, or repelling me from the thing I was trying to jump onto. The controls started to make a lot more sense once I got the shotgun, though at first I thought my game was bugged because I didn't realize I had to equip it from the menu, and I ended up replaying the whole part up until then on Windows before I figured it out.
I admit I expected a bit more of a duel-y combat system to match with the theme, rather than just enemies shooting or rushing you down. In the end, the enemies were a bit too tanky to actually bother fighting them, so I mostly just skipped past everything.
The final boss was a cool touch, but the lack of contact damage, and the fact your sword can block lasers, made it very easy. The boss spent much of the time floating too high to reach it even with all three shotgun blasts, and it was mostly a game of patience until it was in a spot where I could get a couple good spins in.
Overall, maybe I'm not the biggest fan of physics-based gameplay like this, but the concept itself and the level of polish in the execution were very impressive! Good job!
This is awesome. Launching yourself around with the sword is so much fun, all of the platforming was so satisfying, and there's amazingly little jank for such a nonstandard physics based mechanic. The combat felt a bit less developed than the platforming but was still really satisfying - using the sword to block lasers is such a cool idea and really helps go the extra mile to selling the physicality of the whole system. It was also a lot of fun to combo the boss with the spin attack, though the boss was just a little frustrating before I discovered that due to spending so much time offscreen. It's kind of a lazy solution but I wonder if a little indicator arrow for when it goes offscreen would help keep track of it without needing to shrink down the arena or tone done the shotgun attachment, as doing either of those would detract from the spectacle a bit I feel.
The only clear issue I noticed was the save system didn't actually seem to save anything but the player position, and it didn't actually save to file (I was forced to start over when I accidentally reloaded the page - thankfully after only reaching one save point). I don't know if it can even really be called a save system in this state, they're effectively just checkpoints. I also notice you mention crafting in the description, but I honestly don't see what a crafting system would add to this game, especially if its a bog standard menu based system. Keeping the upgrades as simple pickups seems fine to me.
Thanks for feedback. I completely forgot about boss arrow indicator...i wanted to do it. I swear -_- Too many tasks. Save system being main issue is understandable because it is actually just checkpoint for position, items, hp and equipables. Items on level is respawn every reload.
Crafting was in my initial idea because of my favorite game from GBA: Summon Night Swordcraft Story. I though that instead of getting attachments as is, it will be more immersive if you could craft different swords with stats and special attacks, and actually usefull in terms of level traversal swords can be obtained via special legendary materials. So you getting materials -> Going to save room to craft -> Then test new sword somewhere else. But as usual, it was too ambitious
It takes some getting used to but the controls are very fun. I love seeing my little guy swing around and using that to reach higher areas is really cool!
I don't know what is this but the controls and attacks are very cool! Really like to move the sword everywhere to jump and attack!
Kinda like physics based gameplay