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A jam submission

I AM SWORD!View game page

Submitted by teezaboo — 8 hours, 53 minutes before the deadline
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I AM SWORD!'s itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1rGduSnGpeQFSjTtoDrpoaeG6j3nONhn4nYR-QkSZ40U/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!
Controls
Left-Click and Drag to guide your movement.
Right-Click to Dash
Key P : ​Pause or Setting Game​

Mechanics
1.Sword Move
Players can control the sword to move by left clicking the mouse and guiding the sword to follow the cursor position. Each move uses energy.
2.Sword Dash
Players can right-click the mouse to make the sword dash in the desired direction.
3.Upgrade Sword
When the experience value is full, the player will level up and be able to upgrade the sword's abilities.
4.Monster Spawner
Monsters randomly spawn continuously from the edge of the screen.
5.Leaderboard
The number of monster kills will be recorded to compete with other players on the leaderboard.
6.Sword Attack
As the player moves, they can use their sword to touch monsters to slash them.
7.Story
Tell stories through images, animations, sound effects, text and voiceovers to tell the story of the characters.
8.Sword Swing
When the player changes the direction of movement from left to right or from right to left, the sword will swing accordingly for more realism, and the swing of the sword will also attack the monster.
9.Rest
When the player runs out of energy or does not click the left mouse button, the sword will stab the ground and restore energy. The sword cannot move if energy is depleted.

Story
In an endless void of darkness, a nameless spirit drifts, yearning for form and purpose. Drawn to a forgotten battlefield, it merges with an ancient sword, once wielded by a fallen hero. The blade stirs, igniting a spark of life, and moves by instinct, defying the monsters that claim the land. A battle ensues, deciding whether the spirit’s journey will end or begin anew.

Please explain how your game fits the theme:
In I AM SWORD, the core theme revolves around the idea that you are the weapon itself. Instead of controlling a character who wields a sword, the player directly controls the sword, making it an extension of their own movements and reflexes. This unique concept emphasizes skill, precision, and mastery, as every swing, dodge, and attack is a direct result of the player's actions. The theme reinforces the feeling of being empowered yet vulnerable—while the sword is a powerful tool, it is also the player's only means of survival. This creates a thrilling balance between offense and defense, where every decision matters. The endless scaling difficulty and progression system further enhance this theme, as players must continuously refine their skills and adapt their strategies to overcome increasingly tough challenges.

Players will experience a one-of-a-kind challenge and immersion that sets I AM SWORD apart from other games. By embodying the sword itself, they will feel a deeper connection to the gameplay, where their movements and decisions directly shape their success. This unique perspective offers a fresh and exciting experience, blending fast-paced action with strategic depth

Is there anything you'd like the judges to pay particular attention to?
1. My game has a voiceover story
2. My game when you level up will have an upgrade ability. There are many interesting abilities such as the lightning sword that can summon lightning between monsters and create combos between abilities. I want you to try it.
3. My game has mini-bosses, bosses, and big bosses when you play through each level. I want you to experience all of them.
4.Leaderboards may not be available at certain times. If you find that the leaderboard is not available in your game, I would like you to try again to use the leaderboard.

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Comments

Jam Judge

We apologise for the late review. Here is your judges feedback:

Wow, what an instantly fun game. It is extremely intuitive how to play the game and the small amount of instructions was exaclty what was needed. The artwork and design for the game was amazing, its creating a great sense of nostalgia with the style that you have chosen.

I would have liked to see some customisation in terms of volume and sensitivity, but that is really picking out minor details.

Your usage of the theme, even though its not unique, was very well implemented. The origin story presented at the start of the game was very well written, I would like to see more of that spread through the game.

The GDD was very well written and explains a lot about the game, is especially like the use of GIFs to illustrate your point.

Over all the movement and artwork for this game is top tier, it is a very well crafted game! Great Work!

Submitted

It's pretty fun to swing the sword around.

Submitted

You took two very simple sounding mechanics and managed to make a fun addictive game out of them. The pixel art is great too! 

Submitted

Once I understood that wiggling the sword was the most effective way of attacking the game got really addictive and fun. Balancing your energy is a nice twist on the survivors formula. Also the music is really nice. Well done!

Submitted

Really cool minimalistic pixel-art! I liked it!

The controls are a bit counter-intuitive in a way - do you need to rotate it? How to rotate it? When do you hurt enemies, and when do they hurt you - how to distinguish it? Does you "upside" attack but "downside" gets damaged? It would benefit from short smooth explanation. I kinda understood it after reading the description, but it was very non-obvious.

But over - nice art and great smooth movement!

Submitted(+1)

Quite fun to play and engaging beat music