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Sketchy Heroes's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1jbaIW07pU1c2Z8YpwnYuecavTHSeslPcpNruDETyDpk/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
You play as a legendary sword that's preventing heroes from drawing it by summoning monsters to defend you. Monsters and heroes have a hidden experience mechanic that will cause them to level up when they defeat each other. The ultimate goal of the game is to create a situation where a powerful hero draws you. For gameplay purposes this is a hero that's level 8 or higher.
As the game progresses enemies will simply spawn in at a higher level.
Controls:
Navigate using WASD or middle click on the mouse.
Zoom using Q/E or the scroll wheel.
Left click to click the sword or select empty space to create spawners.
Please explain how your game fits the theme:
I thought of this concept when thinking about the Master Sword from the Zelda series. Specifically the Breath of the Wild version where in order to even draw the Master Sword Link must first acquire a lot of hearts. From the sword's perspective, what makes a hero worthy? It's kind of a play on a narrative you see from time to time where the weapon chooses the user.
In this game the weapon creates the trial that various heroes must endure in order to find a worthy wielder. Ultimately your "chosen" hero in the end is indicative of your own "power" represented by your performance in the game.
Is there anything you'd like the judges to pay particular attention to?
In school I used to doodle out game ideas and scenarios, as if I was playing a game on my notebooks. The style of this game was born out of that and I'm particularly proud of it.
I'd also like to say that the "best" ending might not make sense if you don't also get the worst ending. Good Luck!
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Comments
Cool!