how you use it by ThaProfesional
in-game controls:
- wasd to move
- left and right arrows to turn
- r to restart level
- n (or enter) for next level
- m to mute
splash-menu controls:
- n for the story and n to continue the story
- enter to start
everything by me
except the font which is Sigmar by Vernon Adams -> https://fonts.google.com/specimen/Sigmar
| Link | https://thaprofesional.itch.io/how-you-use-it |
| Link | https://bitbucket.org/jamesandthegianttinnie/ldjam-54/src |
| Original URL | https://ldjam.com/events/ludum-dare/54/how-you-use-it |
Ratings
| Overall | 136th | 3.696⭐ | 30🧑⚖️ |
| Fun | 90th | 3.821⭐ | 30🧑⚖️ |
| Innovation | 96th | 3.768⭐ | 30🧑⚖️ |
| Theme | 107th | 3.964⭐ | 30🧑⚖️ |
| Graphics | 145th | 3.661⭐ | 30🧑⚖️ |
| Audio | 206th | 3.089⭐ | 30🧑⚖️ |
| Humor | 35th | 3.696⭐ | 30🧑⚖️ |
| Mood | 169th | 3.357⭐ | 30🧑⚖️ |
| Given | 35🗳️ | 37🗨️ |
The moment I read "how you use it", I realized the full title. :D
The gameplay is a blast.
The sounds is fitting too.
I'm planning to finish this game and maybe record me playing it till the end!
I'll post another comment if I end up publishing the video.
I have a feeling that this game can enter the top-10. :D
Anyways, nice job!
The swords sticking around was a stylistic decision mostly 'cause I was short on time. I was planning on adding a few other enemy types - maybe an archer and one with a mace (who would spin the player more but not drop obstacles after death) as well as some different terrain to get in the way. If I got them in could have relied on the dropped swords way less.
My favourite part was when two of the enemies accidentally killed each other.
I like how limited space isnt always about small, but being too big can be limiting.
I guess some people are just that unlucky...
Nice interpretation and cool idea executed well.
Good one
The mechanics are really clean, I like it and I think it would be a great base for a local party game!
I like the fact that enemies can kill each other, I didn't notice it until the last level, but it made me laugh :laughing:
Contrary to other comments, I like the fact that there are swords on the ground, it forces the player to move around
The gameplay is quite entertaining too, but I imagine it could be even better if there was just a bit more space to maneuver around (gotta adhere to the theme though!)
Really enjoyed playing this one all the way to the end, good job!
I'm a big fan of local multiplayer games maybe I should try turn it into one..
When jamming I always wonder if features are worth the time I throw at it - in the case of enemies killing each other I feel like it definitely was.
Thanks for the feedback and thanks for playing :)
Also great addition to use these medieval sounding like tambourine and flute
After I finished I started to think of the extra animation work I could have done to add some more feeling.. I'll try get it in next time.
But the collision with dead enemy is always active, so I got soft lock between 2 enemies and too close to the wall to go backward
But its really fun !
Overall pretty fun!
I liked the tam tam :drum:
Keep up the good work :smile:

When I saw another huge sword at the last level, it made me smile and get ready for a big battle (but it turned out to be easier than expected). It would be cool if the last enemy was quicker, or, for example, was armored. Level 4 was hardest for me.
Sometimes I stuck between wall and dead enemies swords, but it's not crucial.
I really love the art and colors, it brought me back to the times of flash games.
Intro is so cool, no need the possibility to skip, it SHOULD be shown! :smile:
Great work!
Yeah I wish I had more time to beef up the end "boss" - I was thinking to make them spin the player more but making them quicker's a great idea. Unfortunately (well, fortunately) I barely scraped them into the game last minute as a Frankenstein of the players sprites with the normal enemies code.
The graphics are great, and the little comic intro story is perfect. Kinda wish there was a similar comic at the end of the game, but I'm assuming it wasn't really feasible within the time limit of the compo.
As for the fallen enemies and their swords still having collisions - I too think this should probably go, as quite often it caused me to get stuck just through some random luck of enemy dying in just the right location. Though it led to a few funny cases. For example once I got stuck between a pillar and a dead enemy, the remaining enemies charged at me, the first one bounced off my sword and killed the other two before throwing himself at my blade. :P
Another solution would be to leave the sword collisions, but give the player a way to get out of that situation. Like maybe adding a key to "lift" your sword up, so you can't swing it at your enemies, but can at least get out of being stuck.
I went through the game several times, it was very fun! I guess I've proven I've got both the size and the skills to use it. :) Well done!
