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A jam entry

Sword BreakView game page »

fight giant skeleton boss!
Submitted by shoze, sidslashy with 1 day, 8 hours before the deadline
Rated by 12 people so far
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IMDb link

Movie scene description (plus video link if possible!)
based on the giant skeleton scene:

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?


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.

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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.


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! :)

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!


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

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


thanks :)

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.


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

(Edited 1 time)

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


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!

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


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

(Edited 1 time)

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


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