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A jam submission

SpearmasterView game page

Escape the dungeon using your spear.
Submitted by Rundevourer — 2 hours, 56 minutes before the deadline
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Spearmaster's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#103.7503.750
Concept#173.7503.750
Enjoyment#273.1673.167
Overall#293.3333.333
Presentation#622.6672.667

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Just me (Rundevourer)

Software used
Godot for the game itself, Pixilart for the sprites, Beepbox for the stage completed tune and Pixabay and jsfxr for all other sound effects (some of which I altered using Audiomass).

Use of the limitation
The player needs to use a spear to reach high ledges, flip switches and defeat enemies, but needs to pick it back up after each throw or summon it back using mana, which they have to find throughout each stage. So they have to manage their finite mana and find alternatives to using the spear.

Cookies eaten
2 cups of chocolate pudding and a few crackers.

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Comments

Submitted

Very good game, it feels quite complete in all aspects and has good puzzles. Great work.

Submitted

Fun little platform puzzler, with a impressive amount of levels given the short span of time you had to make it. Definitely in need of some sort of indication for the spear throws, maybe a faint line or dot that follows where your character is looking. Random extra thing, but I really like the spear sprite in the logo, it just looks very nice.

Submitted

Cool game! I liked it so far. I'm not quite sure what to do in level 6, I will return to it tomorrow and try to beat it. Also jumping sometimes feels hard because as far as I can tell there's no coyote time.

The game window seems to bug out on certain resolutions and on my computer a bit of the screen gets cut off. For example in the cutscene I didn't see text and was wondering why there were some random images with no sound and no explanation. You may be able to replicate this bug with Ctrl+Mouse Wheel on the game page (you need to click somewhere outside the game window first). You might want to experiment with Mode and Aspect in Display->Window->Stretch in your project settings.

That's also what I said for a different submission here, but to keep the art cohesive you could try to avoid having mixels and have all the art use same pixel sizes. I found it helpful to design various sprites in a single file first to ensure right sizes, detail levels and overall style consistecy. Then you can split them up into separate files. For example when you're designing a door sprite, you can copy the player sprite into the canvas, so you know how tall the door needs to be. That way you won't have to scale the door sprite later in the engine and will avoid mixels.

Sorry for the wall of text, sometimes I'm little too verbose lmao

Developer(+1)

You don't have to apologize for the long comment*, as I really appreciate all advice (especially if it's detailed) given to me! I tried replicating the screen bug, but I seem incapable of doing it as I don't have a mouse and it doesn't seem to work with a touchpad. I will still change the window settings in the update after the rating period. And about the mixels, I thought having different pixel sizes wouldn't be too bad, but I get why that's somewhat of an issue. I actually did compare sprite sizes during development, but only after I had already made the tiles and the player sprite, so I chose to roll with the pixel difference rather than redesign as to not risk running out of time.

P.S. Regarding level 6, try combining some of the things you can do with the spear.

*As you can see, I'm a bit of a long commenter myself!

Submitted

I beat it and I really enjoyed it! The various enemies were a nice addition, and the spear mechanic blended with everything perfectly. I managed to discover some ways to beat the levels with fewer orbs than normally required. Maybe a feature that's unlocked after you beat the game and shows the number of orbs you used for each level would even increase replayability.

I was stuck at level 6 because when I first tried the proper solution, I was standing too close to the levers. The spear didn't return on time to me, and I just thought that it didn't work and it's not the proper solution, so I started looking for different things I could do.

As for replicating the screen bug, I think you can do it with Ctrl+Plus (+) and Ctrl+Minus (-) if you don't have a mouse. Also, you can make changes during rating period in this particular game jam, especially if it's a bug like this one, as long as you provide the original build for download and list the changes you made in the description.

Developer

I did notice some people had made changes during the rating period, but I was just unsure about how much that was in line with the rules. The issue should be resolved now!

Submitted

Nice concept! Cool use of the limitation for a platform game, I struggled with the controls at first, but once I got used to them it was a fun game.

Submitted

Amazing Game the puzzles are well made !!!

Submitted

I’ve seen a number of platformers in this jam based around using limited platforms to progress through stages, but this one makes the most of the idea that I’ve seen. Everything feels centered around the spear, and the puzzles really make use of all its unique quirks. Most of the puzzles were laid out in a way that was easy to parse as your understanding of the game grows, but still allowed a lot of “aha” moments when you figured something out that was stumping you. My main issue is the enemies; particularly the archer, it was just really frustrating, their arrows felt like they always flew too fast, and though there’s a tell when they’re going to fire soon, there’s enough of a delay that you can’t really use it as a cue for when to jump if you’re too close, and if you try to jump over one before it fires, it’s near certain death.

The overall presentation is solid, everything was clear in what it was, and nothing was hard to see or read, but they did feel a bit slapped together, and the sound effects were the same, clear and good but a little amateur feeling, which isn’t as big a deal in a jam game, really. Overall, this is one of my favorites for the jam.

Developer

You're spot on about the assets and sound effects being a bit slapped together, as I did want to make a detailed background to create more cohesion and wanted to spend more time looking for and editing sound effects, yet didn't end up having enough time. And regarding the archers, I think I just got muscle memory for their arrows during development, thus why I didn't notice that they might be too fast. I do plan on updating the game with a few things I didn't get to include due to time constraints, like an ending cutscene, after the rating period so I'll change the speed in that.

Submitted

Cool concept (alot like mine) and I like how it embraced the puzzle aspect. Sprites and art weren't super consistent (I'd recommend just looking up color palates online and choosing one to have a good color scheme across the board) but it was fun to play and had some interesting levels, good job!

Developer(+1)

Thanks for the advice! I was thinking of changing some of the art before submitting to make things fit along better, but sadly didn't have time for that. 

Submitted

it was really really fun!! i didn't expect to be but it was. i found myself not playing the levels properly and instead picking up the spear after jumping on it without the use of the orbs. i also liked hot overpowered the wizards were. :D

Submitted

This idea is really unique and the execution is also really good. Overall nice game!

Submitted

Very cool! I have seen some other similar concepts so far, but this separates itself from the others which is good.