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A jam submission

Murphy The Mad SwordsmanView game page

A tiny hack & slash - defend your village against waves of plundering ducks
Submitted by Chris, Haris Jahangir, Wolfenklein212, Bardin56o — 7 minutes, 59 seconds before the deadline
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Murphy The Mad Swordsman's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Integration#483.7783.778
Art#593.7223.722
Gameplay#713.3893.389
Overall#763.3153.315
Fun Factor#793.3333.333
Innovation#1033.1113.111
Sound Design#1822.5562.556

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

How does your game bring our theme, The Error is the Feature, to life?
Murphy's sword hits don't land immediately — the hitbox is delayed. Players have to time their attacks and work with the chaos, turning what would normally be a problem into the game's main feature.

Did you work in a team? If so, link their itch profiles.
Main Programmer: https://chris-gw.itch.io/
Game Designer: https://wolfenklein212.itch.io/
Artist: https://bardin56o.itch.io/
Music Composer: https://haris-jahangir188.itch.io/

Did you include a fake publisher splash screen at the start of your game?

No

Did you use the Audius API in your game?

No

If AI was used in your game, let us know how you used it.
We used ChatGPT for coding assistance, as well as helping write in English.

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Comments

Submitted (1 edit) (+1)

This was funny Lol. the death sound effect came out of nowhere lmao so loud, i shouldn't die next time xd. The background music was nice, but the game could have also benefitted from more sfx like sword swinging.

This was a good jam entry, the delayed attack allows for more strategy. I ended up planting attacks and then manoeuvring around it to let the enemy get hit by it. I didnt realise that we had to hit in the direction. so perhaps this could be noted somewhere. Other than this, the tutorial was good, told me all i needed to know. Gg

Developer

Sorry about the death sound - I guess I should have died more often in my own game to catch that 😅. You’re right, it was way too loud, so I lowered it by -12.0 dB for the post-voting update. Glad you enjoyed the delayed attack mechanic.

Submitted(+1)

I enjoyed this so much! But it would be good if the vector of where the character is looking was remembered so that the blow would be in the direction where the character last looked. Very cool game!

Developer

Thanks a lot! You actually attack in the direction of the mouse cursor, but I totally get your point—normally games use the last facing direction, so it makes sense that you expected that. We’ll probably switch to facing direction once we have proper pixel attack animations in place.

Submitted(+1)

Nice little hack-and-slash with handmade charm. Those evil ducks! I tried to say hi but they formed a wall of duck fat, lol.

Developer(+1)

Haha that had me laughing 😂 The fat duck wall was supposed to be spike traps, but we ran out of time to get traps in — so I had to improvise with ducks instead

Submitted (1 edit) (+1)

The art was good and made me laugh quite a bit. At one point I was able to just stand still and slash without having to move. I also got a little lost after killing the wave, and didn't know if it was the end. I eventually found the path to the next area. Overall, great job pumping this out in 3 days! It was a cute game.


 

Submitted(+2)

Managed to beat it, absolutely loved it especially the artstyle and the animations. I coudnt figure out which caused the decoy effect, wish i had control over it as well. Overall very well made and good job guys.

and the dashing was 👌

Developer(+1)

Thanks a lot. Glad you enjoyed it 😊 Yeah, the ghost/decoy is intentionally out of your control since we wanted to keep the input simple and not overload with buttons. Right now it spawns randomly with a 5s cooldown. The idea was that it fits with the delayed sword mechanic — like your body and sword are sometimes lagging behind in time. That ‘time glitch’ vibe felt neat to us, so we kept it

Submitted (1 edit) (+3)

Very fun, honestly. I pretty much treated the sword as a mine and that's the best weapon for any Vampire Survivor type game. Also, don't know if it's intentional but the dash gets you through enemies sometimes and sometimes, it doesn't but that's the only problem I faced.

Developer(+1)

Thanks a lot. 😄 I never thought of the sword as a mine, but you’re absolutely right if you think about it. We kind of stumbled into that design while implementing the delayed sword hit — funny how it turned into a 'mine mechanic' by accident! About the dash: yeah, sometimes the collision boxes are a bit in our favor while dashing, so it can feel inconsistent

Submitted(+3)

very cool game, the idea is very interesting, the art looks very nice!

Submitted(+2)

Character design / sprites are great. The visual feedback you get with the sword makes the concept easy to understand. Nice work.

Developer

Thanks a lot. Glad to hear our bugged sword mechanic comes across clearly.