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A jam submission

Legendary SwordsmageView game page

Find the legendary golden orb!
Submitted by Ferdy's Lab (@FerdysLab9), negpastalia — 3 hours, 43 minutes before the deadline
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Legendary Swordsmage's itch.io page

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Comments

Submitted(+1)

Very fun! Combat could use some uprgades, maybe some projectile based enemies and a quick spell? I really liked the art, and the music.

Submitted(+1)

Fun!  Had some trouble with the double jump, I think at certain timings it doesn't work, which was a little frustrating in some parts where you had to complete multiple jumps or fall. I really liked the level design, the power ups were fun, and the sword slash combo and powered up attacks felt nice. Good job!

Submitted(+1)

Great game! Well made, very cute, progression felt rewarding and so happy to see a Godot game in the jam! 

Submitted(+1)

I enjoyed playing this game. The double jump was a little finicky, but I figured out that if I watched the character's arms I was able to tell when to press it the second time. I think one addition that could have made it a little more exciting in the second half would be a map that you can pull up to see your progress. It wouldn't necessarily need to be fully revealed, but an indicator letting me know how far I was from the goal, or being able to see the overall map size, would have been appreciated.

Submitted(+1)

Well done guys

Submitted(+1)

This game is fun however It lacks a Variety of enemies and a purpose. I think a good thing to do is to look at games like Hollow knight that have a lot of backtracking and learning new abilities as you go through. A big difference between that game in this one is story. In this game, you are told how to fight but you don't know what you are doing or who you are. Without a purpose, I felt very bored after the first two minutes. Also perhaps making the space bar the jump would make it a lot easier to progress.

Submitted(+1)

Had a bit of fun playing this game, as I'm familiar with rpg mechanics and metroidvania kind of games. I like the design approach of signalling to the player what obstacles are there and what you may need to get them (i.e making ledges too high so you need to double jump, having ice barriers so that means you need a fire power up, etc).

It caught me off guard because I expecting a very simple rpg platformer but exploring around was fun. The only addition I'd give the game is maybe a variety of enemies? Combat became repetitive halfway through the game.