Skip to main content

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

SWORD 'N' SHIELDSView game page

Sword & Shields is an Idle RPG with Turn-Based Strategy elements focused on inventory management and persistent growth.
Submitted by EVANZ — 3 minutes, 14 seconds before the deadline
Rated by 0 people so far
Add to collection

Play game

SWORD 'N' SHIELDS's itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1upGJN1CTdJKV0ThFdq13nWnTJXhAv8mMxMWA9jiK52U/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarize your game!
SWORD & SHIELDS: GAME DESIGN DOCUMENT
CHAPTER 1: INTRODUCTION
1.1 Game Summary Pitch
Sword & Shields is an Idle RPG with Turn-Based Strategy elements focused on inventory management and persistent growth. Players step into the role of a lone hero who must navigate a dangerous, node-based world to defeat four powerful bosses. Unlike traditional RPGs, defeat is not an end but a strategic reset, allowing players to retain their hard-earned gear and unlocked potential for their next attempt.
1.2 The Core Vision
The game focuses on "Growth through Persistence." The primary experience is the satisfaction of seeing a tiny knight evolve from a basic combatant into a legendary warrior through clever gold management and tactical loot choices.
1.3 The Story: The Legend of the Last Aegis
The world was not always a series of cold, mechanical paths. Legend speaks of the Ethereal Forge, a place where the balance of the world was hammered into shape. But that balance was shattered when the Alabaster Titan descended from the void. With a single gaze, he turned the lush kingdoms into a calculated grid of danger, replacing life with "Mechs"—soulless sentinels designed to maintain order through force.
You are a squire of the fallen order, the last one capable of wielding the Living Steel. While others fled, you stepped forward with only a rusted blade and a wooden shield. You are not a god, and you are not immortal. You will fall. You will be broken.
But the Titan made one mistake: he underestimated the power of persistence.
Every time you are defeated, the Ethereal Forge pulls your soul back to the start of the path. You do not return empty-handed. You bring back the gold of your enemies to reinforce your gear and the knowledge of the paths you walked.
High above, the Titan’s massive head floats in the neon sky, watching you with indifferent curiosity. He thinks your journey is a loop of futility. Prove him wrong. Collect the relics of the fallen, unlock your true potential, and climb the paths until you are no longer a tiny hero, but the giant-slayer the world has forgotten.
Your shield is your resolve. Your sword is your path. The journey begins now.

1.4 Target Audience & Platform
Platform: Desktop and Browser.
Audience: Casual players who enjoy "Idle" progress and veteran RPG fans who appreciate inventory tetris and strategic preparation.

CHAPTER 2: GAMEPLAY & MECHANICS
2.1 The Strategic Path (Node System)
The world is explored via a horizontal map of interconnected nodes. The player decides the level of risk and reward by choosing their route.
Combat Nodes (Skull): Face mechanical and mystical enemies that drop gold on death.
Treasure Nodes (Chest): Obtain new Weapons and Shields of varying rarities (Common to Mythic).
Recovery Nodes (Campfire): Essential stops to restore health.
Mystery Nodes (?): Hidden encounters that could result in great riches or a sudden, difficult ambush.
2.2 Turn-Based Combat
Combat is automated and determined by Speed (SPD).
Turn Order: The unit with the higher SPD stat strikes first.
Speed Management: Players can adjust the flow of time (x1, x2, x3) or pause the action to analyze the combat.
Special Abilities: Certain enemies, like the Chassis of Mechazor, possess unique traits such as "First Turn: Steals 1 Attack from the player."
2.3 Incremental Progression
Death is a mechanic, not a punishment.
Persistent Unlocks: When defeated, the map resets, but you keep all items, gold and any equipment slots you have purchased.
Gold Economy: Gold earned from enemies is used to unlock 6 additional equipment slots, expanding the hero's power exponentially.
Equipment upgrade (W.I.P.): All items can be upgraded or reloaded using GOLD as payment.

CHAPTER 3: INVENTORY & EQUIPMENT
3.1 Equipment Slots
The hero begins with a restricted inventory of 2 slots (Primary Sword and Primary Shield).
Expansion: Players can spend gold to unlock up to 8 total slots.
Management: Players can swap items between "Equipped" and "Backpack" or delete unwanted items to clear space for higher-rarity loot.
3.2 Scaling and Rarities
Equipment power scales with the Map number.
Map 1: Focuses on Common and Uncommon gear.
Maps 2-4: Introduces Rare, Epic, Legendary, and Mythic items with significantly higher base stats.

CHAPTER 4: WORLD & CHALLENGE
4.1 Enemy Scaling
The world is alive and growing.
Path Scaling: Enemies level up slightly with every node you progress on a single map.
Map Scaling: Moving from Map 1 to Map 2 (and beyond) triggers a significant jump in enemy levels and complexity.
4.2 The Four Great Bosses
The game is structured around four milestone encounters:
The Minotaur: The brute-force gatekeeper of the first realm.
The Iconclad: A high-armor sentinel requiring high-pierce strategies.
The Worldcore Golem: A massive tank with high HP and devastating area attacks.
The Alabaster Titan: The final challenge, whose giant head watches the player from the background throughout the entire game… waiting…

CHAPTER 5: VISUALS & ATMOSPHERE
5.1 Art Style
The game utilizes a high-contrast Pixel Art aesthetic.
Environment: Neon-lit, futuristic, and dark fantasy backdrops that emphasize the "Gaze" of the final boss looming in the distance.
5.2 User Interface (UI)
The UI is designed to be informative at a glance, showing:
HP and Max HP (Green Heart).
Attack Power (Red Sword).
Armor/Defense (Blue Shield).
Speed/Agility (Yellow Boot).

CHAPTER 6: DEVELOPMENT ROADMAP
6.1 Phase 1: MVP (Minimum Viable Product)
Core combat loop and basic enemy AI.
Map generation for the first 11-depth path nodes.
Basic inventory (Sword/Shield swap).
6.2 Phase 2: Content Expansion
Implementation of all 4 Bosses.
Rarity system and loot tables for Maps 2, 3, and 4.
Mystery Node logic and campfire healing.
6.3 Phase 3: Polish & Balancing
Enemy level scaling adjustments.
Enemy passives setup. (WIP)
Visual effects (VFX) for attacks and critical hits.
Final Boss background integration.

Please explain how your game fits the theme.
The Alabaster Titan: The final challenge, whose giant head watches the player from the background throughout the entire game… waiting…

Did you use Generative AI to make any assets in your game?
No

Is there anything you'd like the judges to pay particular attention to?
Open source assets were used for the player and enemies.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

The gameplay doesn’t feel fully complete yet, but the core system is already in place, and it seems to be working well.

Farming money by clearing mobs, getting beaten by the boss, reopening the inventory, grinding again, and repeating the challenge loop was simple but addictive and fun!

I think the game could become even more enjoyable with further balance adjustments, especially around build variety and stat effectiveness.

(This comment was written using a translation tool.)

Submitted(+1)

Intersing, but bug with not showed inventory items it's so confuse me

Developer(+1)

I'm really sorry about that! It was a depth-sorting bug in the HTML5 version that made items 'disappear' after restarting.

I’ve just uploaded V2, which completely fixes all those bugs. The inventory and items should now display correctly every time.
I have also added all enemy death animations, and all the weapons now spawn on the chest up to mythic rarities.

I’d love for you to give it another try!
https://whiteautumn-games.itch.io/sword-n-shields-v2

Submitted(+1)

Really good gameplay overall! I liked the enemy designs a lot, they look great and the animations are done really well. I especially loved the eye that follows the player, I wanted to implement the same thing in our game, but ran out of time. The combat was good honestly made me wish we had gone that route in our own game instead of turn based combat.

I did run into a few issues during my playtime. It seemed like the Speed stat was not doing anything for me, and after a few restarts some equipped items would randomly disappear or could not be swapped normally. I ended up having to drag items from the equipped slots that were not showing back into the inventory before I could change gear.

That said, I really appreciated seeing these kinds of things already noted in your GDD. The Known Bugs section was especially nice to see. Overall, this was a really fun experience and you have a great foundation here.

Developer (2 edits)

Thank you for such a detailed comment! I’m really glad you liked the enemy designs and that 'eye' effect—it’s one of those small details that really adds to the atmosphere!

Regarding the issues you found: you have a great eye for bugs. The 'disappearing items' and the 'Speed' stat it currently only determines who strikes first when a fight begins.

I'm happy to say that most bugs have been fully fixed in the V2 I just uploaded, with new death animations for all enemies and now all weapons rarities spawns in the chests.

It’s funny you mentioned the combat; we actually spent a lot of time balancing that 'semi-automatic' feel, so I’m glad you enjoyed it.

Thanks for checking out the GDD too! Hope you can give the V2 a try. :)

  • https://whiteautumn-games.itch.io/sword-n-shields-v2
  • Submitted(+1)

    The game had a lot of polish for the what was available. A lot of it seems unfinished but what is there is enjoyable and had me invested enough to get to the world core golem with my 6 shields. I think this would be a great game after some more polish and getting all of the mechanics set up and polished. I am will for sure tune in for the post jam version of the game!

    Developer

    Thank you so much for the feedback! It’s awesome to hear you made it all the way to the Worldcore Golem with a 6-shield build—that’s impressive!

    You're right, the Jam version had some rough edges, but I've been working hard on them. I just released V2, which fixes the bugs we found during the Jam, adds unique death animations for every enemy, and fully implements all weapon rarities.

    I’d love to hear what you think of the new version! :)

    https://whiteautumn-games.itch.io/sword-n-shields-v2

    Submitted(+1)

    It seems like this was maybe a bit ambition at least for a 2 week jam. There are many features that you can see the roots for, but it doesn't seem like they were actually implemented ( enemy abilities, weapons don't seem to exist outside of colorless and green items, only shield and attack seem to be worthwhile) and the early game feels fairly slow. I don't want to discourage you from continuing if you like the project, and have a clear future vision, more just trying to give advice for future jams to hopefully deliver a more polished and complete submission.

    I will say there's plenty here to continue with and iterate on, and it seems like that's what you're going for. I hope you can continue and get a fully featured release out!

    Developer

    Thank you so much!

    Yeah, I wasn't able to implement everything before the jam ended.

    I've already fixed all the bugs and I'm now implementing the enemy abilities! :)

    Will upload an update soon!

    Developer

    You can try V2 with all bugs fixed.
    Also all weapon rarities now spawn on the higher rarity chests and new death animations for all enemies. :)

    https://whiteautumn-games.itch.io/sword-n-shields-v2

    Submitted(+1)

    I love this concept and I also enjoy the little story details spread around the items. The biggest thing I liked was the UI and elements, it all was pretty cool looking and felt responsive.

    Developer

    Thank you soo much! I tryed my best with the items lore :)
    Even when the game is still not complete I wanted to submit something fun to play.

    Glad you liked and had a little time of joy with it! :D

    Developer

    You can try V2 with all bugs fixed.
    Also all weapon rarities now spawn on the higher rarity chests and new death animations for all enemies. :)

    https://whiteautumn-games.itch.io/sword-n-shields-v2