Felt kinda janky but once i got into it i enjoyed the movement!
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Knight Rush's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Concept | #101 | 3.267 | 3.267 |
| Enjoyment | #113 | 2.933 | 2.933 |
| Presentation | #157 | 2.667 | 2.667 |
| Overall | #159 | 2.717 | 2.717 |
| Use of the Limitation | #217 | 2.000 | 2.000 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1 just me
Software used
Godot
Use of the limitation
I interpreted "warm" as moving, and in my game you always have to move if you stand still 5 seconds you die
Cookies eaten
No cookies but some small candies
Comments
Really nice job on incorporating the constant movement with platforming! Felt like a good flow ^_^ Was extra fun with the combat as well!
The game is good! I like that you took a little bit of a different approach on combat :D
There are some bugs we found when playing. There are lag spikes upon hitting the enemies at the beginning, and at the start of each level. I suspect this is due to shader compilation, which is kind of weird with Godot.
Overall good submission!
Oooooh yeah this game is my jam :-) (Made a similar game a few game jams ago)
Very cool, but also very difficult. The biggest issue for me is the combat, it feels a bit random at times. I don't know how block works so I just swing my sword around the entire time and hope for the best lol :D
Still I got a 35s for level 1 I feel like that's not too bad (I couldn't finish level 2 it was too random if I died or not 😭)

There’s a lot of potential! I’d just wish the controls and overall flow were smoother. Having to press crouch again to stand up, the angle of the wall jump and hidden duration of the wall run are all small things that add up and make the game bit frustrating. Also for a genre like this I would have liked to see something a bit innovative. Well done though!
I think it's nice as a POC/a skeleton to build further on.
One thing I really enjoy here is the music - it fits extremely well in the theme and gameplay.
However, the level itself I have a lot of frame drop and it makes it really hard to play for me. I won't also mention it doesn't match the theme of the Jam - you get some visibility and feedback which I still it's a good thing to do.
Edit: Minor skill issue on my part. See my reply to the dev below to see my updated thoughts after replaying the game, most complaints still stand but are not as harsh overall as they may seem from this comment.
Aaaaah, time to play some *checks notes* autumn themed games! Let's see what's in store today!
Jokes aside, I respect the vision for this one despite only barely fitting with the jam limitation, but the gameplay is a miss for me. I love me some movement shooters, but after beating all three levels, there are a bunch of issues that add up to make this a pretty rough experience:
- Only having one hit combined with very fast enemies and a directional combat system I never quite got the hang of and isn't explained in any depth (why should I have my sword in X position or move it in Y direction?) meant that I died seemingly out of nowhere quite often. Putting my sword on the side the enemies are on before strafing past them from the side seemed to have the most consistent results, but I'd like to know if I'm missing something in how to make the gameplay more smoothly - this wouldn't be the first time I've played a jam game had a brilliant combat system hidden under a lack of explanations.
- On that note, with how fast you are the block feels redundant when your normal movement works as a dodge, and I'm not sure if it's me or the game.
- This kind of game needs more interesting enemy design. As it stands, enemies either run towards you in a straight line or shoot projectiles at you - either way the solution is to just circlestrafe.
- The melee enemies in particular chase the player with perfect precision so if you dodge them to come back for an attack later, they're all bunched up in a massive crowd that you have to repeatedly poke to thin out.
- The wall run itself is fine, but chaining wall jumps is incredibly awkward. One wall is fine, but chaining them involves jumping into the wall you want to jump off of, turning around in midair towards the next wall, then jumping into that wall. I have never played a game with a wall run like this, where looking away from the wall to aim your jump immediately detaches you from the wall.
- The level design isn't bad, but combine the above issues with some little things (like the crossbow guys not going on cooldown once you're out of view, so you immediately get sniped if you walljump too fast past the first section of level 2) and they don't feel great.
- As well as some more minor things that aren't a dealbreaker but are noticeable.
- The game freezes the first time you attack an enemy. I know, I messed up my asset loading in Godot too this jam, but in an action game like this it's rough.
- The controls generally feel a little bloated. Why is drop/pickup weapon on separate keys if there's no reason you'd ever want to run around empty handed? Why is the slide there if it's used once in the tutorial and that's it? You are running 90% of the time, why is running a separate button to hold down?
- Having the tutorial text be small while also forcing you to move to keep your warmth up is... a choice.
Which is a shame because the concept alone of first-person parkour knight is right up my alley, but IMO it didn't quite make the landing.
I appreciate the honesty,
The sword movement could definitely be improved, the block can be useful since it provides safety and can be used to reflect arrows, but yes when attacking having the sword still and running past enemies is the most optimal, with more time id make something like having to slash enemies
The wall running shouldve been explained better but you should be holding a or d while wall running to make you stick to the wall, otherwise its really hard and clunky
Sliding is useful for killing enemies when a bunch are stacked together, you can slide in and kill multiple simultaneously
The tutorial was made in a rush but I agree the warmth mechanic shouldve been turned off for it
I'd also definitely improve enemy ai if I had more time
...the slide can kill?
...
Just gave the game another go knowing this and it feels so much better! A lot of the issues I have still stand (the controls even moreso now that there's another button in my rotation - dash being hold but slide being toggle feels so wrong), but the slide working as a dodge attack makes everything click together and turns most of the dealbreakers into annoyances. Definitely bumping this up a few points after replaying it.

Cool for the solo dev, the game is polished well especially the movement
Nice game, pretty solid movement with sword mechanics is always fun. Having multiple weapons to use also added some flavor to each level. I will say that it sometimes felt inconsistent whether I would live or die when trying to kill an enemy with the sword, but that might just be me not understanding how to swing it properly. Overall nice game!






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