Dazle Islands by Leandre Renouard
Monsters have invaded the islands of Dazle! Help the little warrior to clean them off.

Fight with your sword, drop some bombs and use your armor to protect you from your enemies! But remember: to join the next island, you’ll have to give one of your weapon to the sea. Good luck!
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Arrow keys: MOVE
[ctrl] or right click: ATTACK
[alt] or left click: DROP A BOMB
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French team of 3 videogame students
Concept and game design by the entire team
Development & sound design: Jean-Baptiste Maigrot @jibbs
Design: Léandre Renouard @leandre-renouard & Lara Ploix @larapoi
Music: Airship Thunderchild by Otto Halmén (creative commons)
Made with Unity, C4D, Photoshop and Illustrator.
| Windows | https://jibbs.itch.io/dazle |
| macOS | https://jibbs.itch.io/dazle |
| HTML5 (web) | https://jibbs.itch.io/dazle |
| Original URL | https://ldjam.com/events/ludum-dare/43/dazle-islands |
Ratings
| Overall | 222th | 3.769⭐ | 41🧑⚖️ |
| Fun | 309th | 3.525⭐ | 42🧑⚖️ |
| Innovation | 708th | 2.925⭐ | 42🧑⚖️ |
| Theme | 262th | 3.846⭐ | 41🧑⚖️ |
| Graphics | 148th | 4.225⭐ | 42🧑⚖️ |
| Humor | 625th | 2.636⭐ | 35🧑⚖️ |
| Mood | 394th | 3.473⭐ | 39🧑⚖️ |
| Given | 22🗳️ | 28🗨️ |
The music is apropiate and the sounds are just ok.
Good job!
On an artistic level, it's very good. The graphics and animations are impressive for a game jam, the music and atmosphere fit the intention, it's overall really coherent. Hats off to both the artists!
As for the gameplay : the sword attack is too slow for this kind of game and every enemy gives a heart so there's no big challenge, making combat quickly boring. Movements are smooth but it would be nice to have better control over the camera. The gamefeel could be better.
The system of downgrades allows for some replayability but you make two mistakes in my opinion. First, the objects are not equally interesting (sword is boring and bombs are awesome), there is thus a rational way of playing, which is a bummer. Plus, it would actually be interesting if there were more objets/abilities than islands ; this way, the player could really "build" its character, instead of just choosing the object he's gonna finish the game with (and it ain't gonna be the suit).
Check out the game Sinner : Sacrifice for Redemption, which does what you intended for, if you ever want to continue working on this game.
Some advice on fighting mechanic - your inputs should be very responsive - this means - super quick sword swing animation - here it takes too long to hit something.
Other than that - great music, well designed levels, although sometimes a little bit clunky - not enough space to escape monsters, and once i drop down under colliders - but game respawned me in proper place - and that's good!
Graphics are really nice.
You respect the theme well, the game is fun and fluid. I like it !
Bon travail ! :P
@bartosz I think you're right, sword animation should be faster. It's probably one of the thing we'll focus on.
Everyone, thank you a lot for your comments and critics.
@tetralogia @bartosz I agree the attack animation is too slow and clumsy, we actually used pre-made animations beacause we did not have enough time. We are going to fix it in a post-jam release, as well as colliders, general game balance, mass issues @jdelaay025johnd1788 ;)
But very cool entry, congratz
The only thing is, as said above, the sword attacks are a little bit slow, but i'm sure it's not very an issue, as it's probably easy to fix.
Congrats, this is impressive for a game made in 72 hours