Fatigue Blade by Clayton Schuyler
The higher your stamina the worse your attacks and movements are, A and S to dodge and attack and arrow keys to move. This is my first try with one of these events, thanks for checking out my entry!
| HTML5 (web) | https://claytonschuyler.itch.io/ld40-fatigue-blade |
| source and windows executable version | https://claytonschuyler.itch.io/ld40-source-and-desktop |
| Original URL | https://ldjam.com/events/ludum-dare/40/fatigue-blade |
Ratings
| Overall | 385th | 3.295⭐ | 24🧑⚖️ |
| Fun | 410th | 3.136⭐ | 24🧑⚖️ |
| Innovation | 440th | 2.929⭐ | 23🧑⚖️ |
| Theme | 337th | 3.452⭐ | 23🧑⚖️ |
| Graphics | 521th | 2.81⭐ | 23🧑⚖️ |
| Audio | 426th | 2.625⭐ | 22🧑⚖️ |
| Humor | 372th | 2.553⭐ | 21🧑⚖️ |
| Mood | 371th | 3⭐ | 22🧑⚖️ |
| Given | 24🗳️ | 14🗨️ |
Love the face on the final boss. Grats on your first submission.
*spams buttons*
Oh, okay. *zips around the map*
Fun first entry.
A game over message would have been nice, wasn't sure if it was over or I was stuck. I guess I still can't say for sure (I killed the square thing with the arms)...
I really like the sleeping purple guys who occasionally wake up and spit at you.
Nailed the theme, I love the feeling of living on the edge with low stamina.
The enemy variety is surprisingly good for 48 hours.
My only complaint (and this could be me) is I don't really understand the point of the dodge: it moves you forward, which is usually towards damage, and it seems kinda inconsistent in it's range. I just stopped using it.
Overall, very fun and enjoyable.
The graphics are the weak point, but the final boss art was fantastic with the overall theme!
Seems like on principle, you have a sound set of game design that's basically how games like zelda and such works. Predictable enemy movements, attacks, progression via unlocking, etc. It's all there.
But the general "feel" of the game isn't there - when you're hit, you don't bounce back, when you hit the enemy, they don't react. There's long stretches of walking. The dodge doesn't really work because you need to press in a direction first for it to mean anything and the enemies and their attacks move much faster than is useful to even think about using dodge.
So I think that you scoped this game up waaaaay too much for a first game - instead of trying to make all of zelda, maybe try to make something smaller first - the first room, with one enemy. See how you can get one room to feel good rather than so many rooms that doesn't.
Edit: Oooookay, I read someone else's comment and figured out you want your fatigue low. The way the mechanic works you basically wanna spam your attack even when there's nothing to hit. I don't see any reason not to be doing that, and thus this "design" isn't really that interesting - there's no risk in just spamming attacks and dashes.
Still an interesting take on the theme.
P.S. was the character sprite walking _backwards_? :upside_down:
Also, the pickup is difficult to take the hearts or keys. You need to be in a specific area in order to be able to pick them up.
Otherwise, good game! Good job!
A comment I really appreciated getting on my first jam: careful with the noise level, and it can be nice to provide buttons to turn off and on sound/music if you've got time for it. The first swing was quite loud!