Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Sword BreakView game page

fight giant skeleton boss!
Submitted by shoze, SidSlashy (@sidslashy) — 1 day, 8 hours before the deadline
Add to collection

Play game

Sword Break's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay Innovation#44.2224.222
Movie Interpretation#64.3334.333
Visuals#104.3334.333
Overall#123.8893.889
Audio#123.7223.722
Fun#173.5563.556

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

IMDb link
http://www.imdb.com/title/tt4302938/?ref_=nv_sr_1

Movie scene description (plus video link if possible!)
based on the giant skeleton scene:
https://www.youtube.com/watch?v=Kdr51Y91SQE

Does your game or video link contain movie spoilers?

Yes (minor spoilers)

Please list any pre-made art/music/other assets that you used.
all done by team.

How many members in your team?

3

Anything you want to say to players before they play?
Ok, here's how you play the game:
counter the skeleton attacks with musical combos:

- when he drops rocks use the BLOCK (1-2)

- when he grabs a teammate use ATTACK (3-6-5)

- between attacks you need to FLY (7-8-9) up to the swords in the skull and try to find the sword unbreakable.

- if you find the sword you win.

- if your teammates' health-bar reaches zero you lose.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Really interesting game. I included it in my Movie Game Jam compilation video series, if you’d like to check it out! :)

(1 edit)

Sorry for the late feedback but I really enjoyed the game and how it incorporated the keyboard as playing the instrument!  The Graphics and Music were great however I want to note that ally death happened a bit too quick (maybe more playtesting would help?) and the combination for fly felt awkward when all the other commands were inputed horizontally, but other than that I enjoyed the game it's art, music, and unique concept!

Anyway one thing I do want to mention is I'm going to make a Game Jam Spotlight Video on my favorite games from this jam on my Game Design Analysis Channel Etra Games in a few days! So here's a shameless plug to my Youtube channel if you want to be notified of when the video releases! :

https://www.youtube.com/channel/UC7Vj46GGL9VMUvd4YTMtjXg

Sorry wrong link I updated the post with the correct link!

Developer

thanks for the feedback!  there are a lot of things i would've changed if i had more time (im thinking of doing a mock of how i would've made the game if had actual time to play test and solve problems) but im glad u enjoyed it :)
ur link doesnt work but i'll be happy to see ur review once once its online.
cheers.

Submitted(+1)

Pretty much perfect! :D
Great graphics & music.
Really clever interpretation of the scene into this style of game.
I think only thing that made it harder for me to complete was my lack of numpad (small mac keyboard)
But I persisted and was glad that I did.
Congratulations on a great entry & good luck! :D

Developer(+1)

thanks! i didnt really think about non-numpad keyboards... i guess it's quite the challenge without it! 

you definitely deserve extra points for persisting :)

Submitted(+1)

 Wow this was so amazing. I want to keep playing it but I don't have enough time to review all the other titles. It's very well made and the mechanics are fun. Not sure what flying would do for me but the rest of it is awesome.
 

Developer(+1)

thanks man, im glad u liked it. 

if u ever get back to it try reading the instructions in the comment before playing, it'll clear things out.

Submitted(+1)

Made my Top 5:

Developer

cool! glad u liked it :)

Submitted(+1)

Yeah, definitely hard to grasp the controls. This feels like it would have been better with controller support, but I can see what you were going for with playing specific notes in sequence, like Kubo did. I looooooooooove the visuals though.

Developer

yea, i wish i had a couple more days with the programmer to solve the game-play. 

and yea, doing the graphics was fun! the movie is a great inspiration. thanks for the feedback! :)

Submitted(+1)

Really cool! I l loved the movie and loved this game sequence, felt just like the movie. I constantly hit the wrong sequence of numbers, but I probably just need more practice. I don't think there's much else I could add that others haven't said already, really great job!

Developer

thanks for the comment. and yea, entering the combos correctly is definitely a matter of practice ;)

Submitted(+1)

I haven't watched the movie, but it was a good game design example, good visuals and fun gameplay. Congrats :)

Developer

thanks :)

Submitted(+1)

Nicely done, I like the combat, even though I'm not very good at it. haven't seen the movie so I don't know what to think on that front but it is a good bit of fun.

Developer

thanks. the visuals are heavily based on the movie, if you liked it you should give it a try :)

Submitted (1 edit) (+1)

Hah I think I could have saved myself a decent bit of frustration if I'd read the instructions before playing. I really liked the art direction and the sound, but the gameplay confused me a fair amount.

I think a big part of it came down to the controls - I felt like they were unnecessarily convoluted, and without reading the description I wasn't sure what the purpose of Flying even was. So after dying a few times I settled into a rhythm of blocking and attacking for a few minutes and wondering if I was even doing damage. I wondered if you'd just obfuscated a healthbar or something like that.

Simplifying each of the actions to a few buttons (while keeping the combo inputs) I think would have alleviated a lot of the struggle and made me more likely to experiment, but also I think the action keywords could use adjusting. To a new player, "attack" sounds like the action that would do the most damage, whereas "Fly" sounds like a potential dodge move. It didn't appear as if my attacks were being deflected so I assumed that there just wasn't a hurt animation/flash implemented and that my attacks were still doing minute amounts of damage.

Anyway. I wouldn't write this much text if I didn't think there was something good here that could be built upon. I think the base game is still very good and has a lot of potential depth, it's just been let down by a few minor design problems here and there. It's still very good for a jam game and I really appreciate the innovation and ambition - great job

Developer

thanks for the comment. i agree with the fact that the game play is unreadable. the name of the action stayed the same as in the original concet and i kinda got used to them so didnt really think of updating but the plan was to have the different commands revealed as an in-game tutorial that i carefully designed in a way that the player would understand what each did and the timing of it.  but due to miss communication with the programmer it wasn't implemented well. by the time i got the build it was too late to do anything about it. ...

i wrote down the directions so ppl could still have a chance to play it but this is definitely not the version of the game i wanted to make.

im glad you enjoyed it despite it's flaws!

Submitted(+1)

Truly inspired translation of the scene to game. Loved everything about it. Makes me wish for a full Kubo game!

Developer

glad u liked it! and yes - there should definitely be a kubo game :)

Submitted (1 edit) (+1)

AWESOME! I loved this. I know I should give some feeback, but I have nothing negative to say about the game :)

Developer

thanks! there are many things that need improvement and didn't translate well from concept to production but im glad you liked it :)