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Those are really great notes - at some point I plan to release all this as a collected work with some new content and ill probably update the language to make it more clear.

- Yes, the idea was that since you only have one stat - SWORD - you are forced to navigate the world only by force at the start of the game but as you take damage you gain more powers and the ability to improvise actions outside of using your sword. The main crux of the game play is needing to decide if you want access to more of your sword's inherent strength or do you want to risk it gain more abilities and flexibility. I was inspired by classic Samurai films - I wanted the player to feel heroic at the  beginning of the adventure, able to take on a room full of foes quickly but then have the dynamic shift as the stakes increase and the adventure goes on. 

- No need to apologize! I love feedback / constructive critique! Nothing is better when people engage with stuff you've made with  curiosity (as im sure you know as a person who makes games).

(+1)

Excellent - thanks so much for your thoughtful replies. I'll look forward to the collected edition!