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A jam submission

Dash and slashView game page

GMTK Game Jam entry
Submitted by AdamBethell — 13 hours, 20 minutes before the deadline
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Dash and slash's page


CriteriaRankScore*Raw Score

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your submission match the theme?
How our game matches the theme of ‘Dual purpose design’:
We believe our game matches this theme as the player character has only one action that is used for everything.
The dash.
It’s both how the ninja moves and attacks.
It’s also tied to his number of charges (effectively life) with dashes losing charges and kills replenishing.
Staying still causes a tick down to losing charges which means the character has to move and therefore has to kill.

Third-party resources
Third-part resources used:

Unity Engine 5 (personal edition),
FMOD (free license for indies and students)

Logic Pro X,
Native Instrument’s Massive,
Valhalla Shimmer,
Party horn sound under public domain (,

Created by:
Programming - Adam Bethell
Art and level design - Tom Bethell
Sound FX and music - Toby Misselbrook

Source Code

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Submitted (2 edits)

The controls were difficult. If you want to jump over a wall you are standing next to, you have to jump away and then jump back which does not make me feel like a ninja at all. As a dash-slashing ninja, I assume everything I touch while dashing will be immediately cadaver-ized. This did not seem to be the case as I occasionally took damage when flying into enemies. I just did not really understand what determined whether diving into an opponent would hurt me or them.

The aesthetics were good, but the music really just didn't fit the environment, enemies, or ninja. Sound effects were quite fitting though.

The game would have been fun if I just got to fly around the level, dicing up anything in my way and flipping about as ninja do, but the time limit prevents this, two consecutive missed jumps and my character explodes out of pure shame. Removing the time limit would also have made the controls much more tolerable because a messed up jump would not have meant a reset quite as often as it does now.

It would be nice if tapping the jump button did more of a jump. The current hop can't even clear a crate and is mostly useless.

This is definitely an interesting idea, but I think it would have benefited from more play testing.


Thanks for the feedback. I believe we fell into the trap of just getting used to the controls and not being objective enough while making the game. What I can say is we had a lot of fun and although our first jam may not have produced the most polished anything we can't wait to have another go.