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The Legend of Blade and Grass's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #29 | 4.512 | 4.512 |
Overall | #36 | 4.364 | 4.364 |
Enjoyment | #91 | 4.163 | 4.163 |
Style | #169 | 4.419 | 4.419 |
Ranked from 43 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 build commically deformed large swords and defeat enemies with them. The size and shape of the sword built is based on how you move.
Development Time
96 hours
(Optional) Please credit all assets you've used
We've used a number of Kenney's Asset packs. Mainly the Tiny Town.
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Comments
❤️❤️❤️
This was a really fun game, the game loop is addictive, the music is nice and in general it´s was a very fun experience. Nice job.
Very fun! I like the arcade-y feel, and it's very satisfying picking up many ingots simultaneously and immediately having a massive sword
incredible game!!!
I think that’s my favorite game so far in term of gameplay and polish, and I even love the small introduction too. The sword making is so clever too, fits the theme greatly!!
Amazing job!!
Wow, swords! I like gathering the ingots. Don't ask how they appeared in the forest! Good work finishing the game, I enjoyed it.
I loved the intro and the game loop is so addictive! (in the best way possible)
The absurdity of making a wacky massive sword and swinging it around is so entertaining.
I think the CZ button layout is a little bit weird, but I don't know what would work better.
As an aside, I wanted to chop actual grassssss.
I liked this one a lot <3 It's super fun making crazy swords!
Really awesome game! The opening was fantastic and it was delightfully stressful when the difficulty started to ramp up with potted plants, dirt blocks, and beehives. I think it would be neat if there could be a mode where it starts off a bit harder since it feels like it takes a while to get back to that point.
I loved it! Fun and charming.
I love the very whacky concept and the dynamic of getting ingots to make your bendy sword, but also trying not to get stuck, to maximize said sword's power.
Veeeeeeery clevelr meachanic with the growing sword, i love it!
sadly i didn't feel like i had to think much about what i was doing, just kind moving around and clicking randomly
This is an awesome little game!
You took such a simple concept and polished it so much that it became extremely satisfying to just amass a giant sword and essentially just swing it around randomly, getting kills with the effects is a great feeling.
I think there is some benefit to having the controls display somehow within the game, as opposed to only on the itch page. Even just the buttons written on the sidebars would do fine because there really are only 2 things the player needs to know. But also a small tutorial at the beginning would do a lot to get players right into the action of the game.
After awhile, it does become a bit of a mindless collect gold -> swing weapon, and strategy isn't a huge factor into what the player does. Although, there are a few things like the shield guys that take atleast a little bit more planning on the players behalf, but the frequent and random spawns hinder the amount a player can plan ahead. And this design works fine on its own, and is very fun to play anyway, so if your intention is just an action game then disregard my next paragraph.
It does make me wonder though how it could play it the movements were a bit more methodical, not slowed down to the point of where it is a puzzle game, I think the action pace of it is one of its core strengths. But if you had asked me anything that I had done during my run, I wouldn't be able to tell you other than "well, I just ran around and clicked every once and awhile." Maybe these could be split into different modes, one where chaos and little thinking is preferred, and one where a little more methodical approach is needed.
Anyway, this is such a fun game to play through, and trying to get a high score is very fun. And its very nice to see people posting high scores, that is always a good sign of people enjoying your game :)
The artwork is very cute :) I do wish the gameplay art and the title screen / intro are were more consistently themed though.
Great work!
Strange game nice art.
There's something stupidly satisfying about collecting crooked, huge, impractical swords and waving them around the entire screen.
So cute! I didn't think it was super strategic at first, but as things amped up it felt very frantic and fun, kind of like a fast game of tetris!
Great title, and it was quite fun. That panic when everything is filling up but then you get a huge swing and clear most of the screen feels great. I got 212k score on my first attempt.
since others were including their screenshots too ;P
Great game! Unique idea, beautiful art, and great game feel. Nice work!
Stylishly adorable and pretty smart mechanically to boot. Nice to see a game finally tackle every gamer's worst enemy. The presentation as a whole was hilarious, but great
I love how the various enemy types force you to adapt on the fly and improvise how you'll go about collecting sword pieces. The enemies with a shield forcing you to collect as many sword pieces as possible to get over their limit, and the enemies with a timer more or less forcing you to prioritise them, else the game ends
Also loved the inherent strategy of deciding whether to swing clockwise, or counter-clockwise to cover as large an area as possible
However, I do an issue with the game, and that is that it's pretty easy to get screwed over by randomness.
I know I just praised the enemy variety in the game, but you often end up in situations where you're blocked from being able to go near the timer enemies in time, or you're blocked off from collecting enough sword pieces because of the amount of enemies that spawn. This usually leads to you having to clear them up so that you can actually get sword pieces to clear the timer guys, but by then you've lost.
I think if enemies spawned a little further away from the player, it would mitigate this a little, but then it would still lead to the player getting stuck if they have a very large sword, so really the only way I can think of to mitigate this is to balance the rate of spawn of enemies.
But otherwise, this is a damn great entry. Kudos to your entire team
I really liked the game as you can see. I love the zelda inspired art style.