Nice game! I like the idea of having boons tied with downsides. Makes builds feel more varied. I also like how the game ramps up slowly so you get a chance to play for a while even if you roll some nasty curses to begin with.
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Damned Sword's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #9 | 3.480 | 3.480 |
Controls | #10 | 3.440 | 3.440 |
Theme | #12 | 3.720 | 3.720 |
Accessibility | #20 | 2.960 | 2.960 |
Overall | #22 | 3.171 | 3.171 |
Graphics | #24 | 3.280 | 3.280 |
Audio | #49 | 2.560 | 2.560 |
Originality | #52 | 2.760 | 2.760 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot 4.0 RC1
Wildcards Used
Faustian Bargain
Game Description
In Damned Sword, you play as a king who stumbles upon a cursed sword. After you pull it out of the stone you have to defeat waves of enemies in different stages to finally lift the curse from the sword. During your runs when ever you level up you are offered deals, each with an upside and downside, so choose wisely.
How does your game tie into the theme?
You are wielding a cursed sword which makes you weaker and you enemies more powerful, depending on what kind of curse you got.
Source(s)
N/A
Discord Username(s)
CustomEyeStudio
Participation Level (GWJ Only)
This is my first one
My game has an export for Linux, Windows, & Mac and/or is playable through HTML5
Comments
Really fun game!
I did like how the randomizer gave me such useful choices as “Doubled movement speed BUT halved movement speed”, it was actually nice to have a neutral option if I needed to take it!
Well done!
Pleasantly surprised to see multiple stages and a neat variety of curses to wield. Neat movement, neat art style and mechanics feel really nice. Good job!
Really fun, simple controls and easy to pick up! I love games where you have the ability to end up with an OP build.
The swinging felt nice! I also appreciated the variety of enemies with different skills.
The level decorations added a lot of charm to it, and the sound effects fitted the visual aesthetic of the game.
I liked how some trade offs gave you a net zero effect while others appeared to give you an edge when they were actually reducing your stat (for example gain 21% lose 20% of the same stat), though I'm not sure if they did now, because I don't know the order they were applied in! Just in case, I still avoided them :).
EDIT: I forgot to mention, in the last wave my character got huge, and I didn't understand why (other enemies did too, I assumed that was because the curse said they would get bigger), it did made the game harder! Though I still managed to beat it with my turbo blade!!
Cool game!
Thanks for pointing these things out, yeah I really wanted to make the swing feel good since that's what needs to be done in the majority of the game :D Yeah I should have made up a better reason and communicate better why you get stronger at the last wave. I just didn't want to make it too hard and wanted to give the player a chance to enjoy the gamplay when things get a little out of hand hahaha. Thanks for playing!
Really fun game! The screen got a little busy for me at times, but I really enjoyed being able to have a choice in leveling up my character! Gave me vibes of some flash games I used to play in school.
Yeah good point, I was trying to make it as balanced as possible, didn't have much time to play around it. That was the reason I excluded the mushroom enemy (which duplicates itself) from the last stage's spawn pool, because of the last wave of enemies which is longer. Thanks for playing and the nice words! :)
really like this game, it feels nice to play and has a lot of coolness going on with the tradeoffs and such. I did encounter a bug where if I didn't hit the understood before going to the next stage, the ready would show up but then the understood would still be there and hitting them no longer worked.
all in all a fantastic game
really like this game, it feels nice to play and has a lot of coolness going on with the tradeoffs and such. I did encounter a bug where if I didn't hit the understood before going to the next stage, the ready would show up but then the understood would still be there and hitting them no longer worked.
all in all a fantastic game
This is so peaceful for a game like this! Haha, I had a lot of fun. I like the tradeoffs between picking new perks and the penalties at the end of each round.
Very fun, I feel like there is a ton of replay-ability. I tried to make my sword as small as possible and I got the perfect round for it lol
What an amazing first entry, I absolutely loved your game!! Great art, variety of enemies, sound effects, buffs, curses, everything! The game feels really polished for a jam and I really enjoyed playing it!
Great work!!
Fun game! The buffs can really stack up and make the player an ungodly force of nature. Also, good implementation of the theme, good work!
Great game. Really liked that all the boons came with a curse, and that they all interact with each other - it makes the game surprisingly complex.
I managed to win with a tiny sword that does massive vampire damage and swung very slowly. Although in the last round it went really big so maybe I took a few too many sword size downs.
nice gameplay, I tried to make my sword as big as possible :)
Awesome implementation on the theme. Loved choosing the upgrades/curses. Great game
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