A Sword's Tale
A Sword's Tale takes us on an exciting adventure as you explore an endless labyrinth of challenges, you incarnate as a weapon where you carve your path through a series of intricate levels. On this challenge, the stakes are high, as the game continues as long as the weapon endures, testing both of the player skills and strategy.
With each step, the main character faces off against waves of restless slime enemies, as they grow more stronger and ferocious with every encounter, but don’t fear you will find keys along the way, artifacts that will unlock chests full of potions and restoratives treasures that will help you on this adventure. The moments of relief are fast, as the weapon must press onward for the challenges ahead to reach the next level and find the glory that lies beyond.
Teams Goal:
Our overall goal with competing in the Pirate Jam 16 is to learn more about Game Development and try new things. This is our first procedural generation based game as well as our first side-scroller game. This led us to learn a lot of new things and concepts. We are all overall super happy with the turn out of the game. This game shows us a early prototype of a game we can make and we see how far it can go if we get to work on it more.
Controls:
- A and D for Left and Right
- W and S for Up and Down Moss
- Shift for Attack
- Control for Dash
- Space for Jump, Hold for higher Jump
- Q for Potion
- E to Interact
Credits:
Artist: Kaliis
Artist: Owl
Senior Programmer: Random
Junior Programmer: Chelf
Development Software:
- Godot 4.3
Art Software:
- Procreate
- Asperite
- Krita
Assets:
Status | Prototype |
Platforms | HTML5, Windows, Linux |
Author | same-plan-more-dev |
Genre | Adventure |
Made with | Godot |
Tags | 2D, Pixel Art, Procedural Generation, Side Scroller |
Comments
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First of all, congrats on making the game. I love the idea of playing as a sword, music is great too as are visuals.
Exploration - a lot of the areas didn't have chests and when I found a chest, nothing was in it, where you kinda want to reward players for exploration so it made me not just explore at this point
Difficulty - The game was slightly too easy as I got to a point I could just leap over enemies and get by without much effort.
Enemey variety - Different enemies would have solved this, I think you could have done some cool things with different kind of attacks too, like you do for the jump, which could bring into play new enemies.
Controls - I wasn't huge on shift being attack, as oppose to something like space bar and having jump as W.
Game juice - This could have been cool, like camera shake when attacking more, maybe a strike would knock them back or split them into more enemies making it more difficult (different enemy type)
Still a really cool idea, and some things that could be added if you wish to take this further. Well done on completing a game jam though. :)
Thanks for taking time to play and giving us your thoughts. I do agree with you mentioned and we will keep it mind :)
Thanks again.