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A jam submission

ScaleSwordView game page

You call that a sword?
Submitted by joshmitcho — 17 hours, 26 minutes before the deadline
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ScaleSword's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#3953.8503.850
Overall#12143.5833.583
Creativity#17483.5003.500
Style#20883.4003.400

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You upgrade your sword to impractically large sizes

Development Time

96 hours

(Optional) Please credit all assets you've used
See description for full credits

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Comments

Submitted(+1)

Oh man just swinging that thing around felt so good what a joy <3

Submitted(+1)

The idea is funny and I had fun for a while, but I turned the game off after round 11.

Unfortunately, there is a lack of enemy variety - the waves seem monotonous, the only variety is achieved by changing the size of the sword, which makes it even more uncontrollable and increases the likelihood that the main character will start to mess back and forth after strange collisions with boxes and walls

Anyway, good entry! Congrats

Developer

Totally fair! I spent a good amount of time on the curve of rounds 1-6ish, but after that it definitely doesn't progress much. With more time I would've liked to add enemies that had their own weapons

(+1)

This was SOOOO cool! Very clever and fun idea. The art was super cute, the sound effects were great, and I loved the game play and custom level up options. One of the funnest games I've played thus far!

Submitted(+1)

A growing sword is all i ever wanted and you made it a reality even if its inside a game. Good job man. Loved it. I hope you build it further and make something more out of it.

Submitted(+1)

Very cool game! feels fun to play. Good job!

Submitted (1 edit) (+1)

Super original and weird gameplay. I love it! The physics are balanced such that you could never just do one thing over and over to guarantee success. Sometimes you have to make a really big sword swing by building up momentum. Sometimes you have to go for smaller sword taps. Sometimes you have the sword lined up just right to drive a high-ranking enemy into a corner. Great take on the theme!

My main criticism is that the sword-width powerup is super duper busted. I think what you were going for is that you need to upgrade your sword's length in order to get enough damage to not get outclassed by enemies, but the catch is that your sword gets harder and harder to control which increases the difficulty. But sword-width also increases damage and doesn't have that downside. Once I got my sword wide enough, I basically had an invincible shield around me at all times and I cruised through to round 11 with no problem.

So I decided to do one more run, this time without using the sword-width powerup. It definitely got more unwieldy as I had crowds of enemies in the middle of the arena and no easy way to rotate myself to get the sword towards them. But eventually I figured it out and learned some new tricks as well. If you can jam the sword between two enemies at full health, you can circle around them and twist them to death pretty quickly. You can also push the sword towards the wall at an angle and sweep across the room horizontally. It did still get really easy by the end though. So maybe it's not the sword-width powerup that's at fault. Maybe the game just doesn't scale in difficulty fast enough in the later rounds.

Anyway, I had a ton of fun with this one. Great work!

Developer

Thanks for the in-depth feedback! I think me only playtesting on a laptop trackpad led me to overestimate the difficulty of the game. Lots of folks have gotten way farther than I was ever able to (round 7). I really wanted to avoid making the game challenging for me (since I'd been playing it for 3 days straight) and accidentally making it way too hard for someone playing it for the first time. Always happy to be wrong though

I thought for sure that length would be the better upgrade, up until you could no longer swing a full circle in the arena. But the consensus has certainly been that width is OP

Submitted(+1)

This is the WONKIEST COOLEST FUNNIEST swordplay mechanic I’ve ever seen in a top down game and I love it! I completed 5 rounds, nearly 6 and I am super proud.

Submitted(+1)

Really good idea! and the gameplay is charming congrats!

Submitted (1 edit) (+1)

I liked this a lot; it's a fun little game! However, I did find a dominant strategy early on. If you move a box into the corner and just sit there with a wide sword, since nothing spawns at the bottom you can pretty much AFK indefinitely and just win, lol.

Developer

Thanks! To be honest, I didn't think anyone would get far enough to exploit that. It seems a few people have quickly become better at the game than me

Submitted(+1)

Really enjoyed the game, well done! and the art style really suits it.  5star!

Submitted(+1)

The game I enjoyed the most at this point, it's super fun. Very good art, style and creativity. Shwing shwing lol

Submitted(+1)

This was quite fun too play! Spinning your huge sword super fast in circles like a maniac was very enjoyable, and the upgrades were quite nice. It is sad that there is not really an ending, after round 10 the enemies stop appearing.

Developer

Thanks! In all my testing, I never made it past level 8 or so, so given my time constraint I thought 10 was safe enough. Honestly, I'm pretty sure the game should actually just crash past level 10 (index outof bounds error), but another commenter seems to have made it all the way to 13 somehow...