Opening Knight by GERD

A horde of goblins crash the opening night of the school play, and its up to you to save the day! Every 10 seconds the goblin king sends out more of his minions. How long can you last?


Controls:
WASD to move
Left click or J to attack
Instructions:
Download the .zip file,
Run the Application inside
Sorry Windows only at the moment
Tips:
Peasants are aggressive, but you outrange them by a lot, so fight them patiently
Wizards can be easily cornered after you weave through their fireballs
Spawners will drop on the 3rd, 9th and 15th waves and they spawn peasants every 10 seconds as well
Health potions will drop every 5th wave
Credits:
Trevor - Lead Programmer
Jasmine - Lead 2D Artist
Noah - Lead 3D Artist
Donny - Cinematic Illustrator
Nico - Musician
Kris - Musician
Junior - Additional Illustration
Follow us at studio_miney on Instagram and Twitter!


| Link | https://mineystudios.itch.io/opening-knight |
| Link | https://mineystudios.itch.io/opening-knight |
| Original URL | https://ldjam.com/events/ludum-dare/51/opening-knight |
Ratings
| Overall | 335th | 3.739⭐ | 46🧑⚖️ |
| Fun | 470th | 3.511⭐ | 46🧑⚖️ |
| Innovation | 894th | 2.953⭐ | 45🧑⚖️ |
| Theme | 472th | 3.773⭐ | 46🧑⚖️ |
| Graphics | 200th | 4.189⭐ | 47🧑⚖️ |
| Audio | 249th | 3.705⭐ | 46🧑⚖️ |
| Humor | 183th | 3.67⭐ | 46🧑⚖️ |
| Mood | 376th | 3.67⭐ | 46🧑⚖️ |
| Given | 54🗳️ | 67🗨️ |
The sound fit perfectly for this game, too.
still great game!
Knockback on the enemies was great, as I was able to clear some room for myself, and at the same time, it hindered me from killing the goblins too quickly.
Art was great and opening cutscene war brilliant! I kind of was hoping that if I get enough points I could have saved the princess... (or maybe that was option if I would have played better?)
I honestly have nothing bad to say XD
Maybe if I really think, the door seemed to appear multiple times on the same spot, but that it a really minor visual kink and did not stop me from enjoying the game :D
Gameplay wise, while fun I did find the handling felt a bit clunky. I didn't feel compelled to try more than once because there were moments of frustration where angles/movements felt not aligned with what I asked of the game.
THAT BEING SAID - clunky gameplay is a part of game jams, to have smooth gameplay in such a short time is an unrealistic expectation so please don't take that as insult - I just have to say something that indicates room for growth otherwise my feedback won't be useful. ;-;
The difficulty curve was *perfect* though. Which is something that I have never, ever ever ever expected in a game jam so pat yourself on the back there. Even games made with no time limits fail on the difficulty curve aspect more often than not. I stand (sit) in awe.
Thank you for the fun. =)
I recorded myself playing the game if you want some more feedback:
https://www.youtube.com/watch?v=6_anT8hReks
Well done.
Gotta make this my new profile pic:

Fun: Very fun! I could see this being built on into a big experience or larger story driven game.
Innovation: Loved the idea of an infinite beat'em up and how the spawning worked.
Theme: More goblins every 10 seconds :ballot_box_with_check:
Graphics: Cute, fun, enjoyable, serves the purpose perfectly!
Audio: Loved the music! I could not place exactly what game / song / media it reminds me of but there is a certain familiarity to the tunes that brought me joy from some unknown depths of my mind haha.
Humor: On point!
Mood:
I hope there are power-ups for the player other than the health, and maybe reduce the time of the goblin melee attacks' animation/collider existence time, add an invulnerable time for the player after being hurt.
The game play was fun - nice variety of enemies and a good difficulty curve. I did find the controls a bit clunky, especially the aiming of the sword - would have loved for the sword to be mouse controlled like a twin stick shooter (slasher?). Getting hit by an enemy really hurt as well as the knockback was very strong and very long, meaning I often got hit by multiple enemies in a row if I got hit once. Cooldown/i-frames are supposed to let you get away to safety and regroup, and that didn't quite work here. The early waves were nice to learn, but got really slow once I had retried a few times - and there was no reward for playing better, so it was just a bit boring restarting. The later waves were really fun and frantic, so getting to those quicker would be best.
More enemy types and maybe powerups or other effects would be good ways to expand this! Nice entry :smile: