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A jam submission

The King Who Was Trapped in a Cursed Sword by a Treacherous WizardView game page

The King Who Was Trapped in a Cursed Sword is a deckbuilder RPG with real-time synchronized combat.
Submitted by Mist Realms (@MistRealms), hawtorn, durkbla, xose122, Frenesis — 35 minutes, 29 seconds before the deadline
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The King Who Was Trapped in a Cursed Sword by a Treacherous Wizard's itch.io page

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • The design document is well organized and covers the inspiration and intended mechanics fairly completely. There were not any samples of graphics or diagrams of the game or development timeline, but the intended playstyle and game loop were explained clearly. The title of the game is fun. I enjoy the long sentence that slowly trails off as the font size shrinks. I like the real-time approach to a card battler when so much of the genre is turn-based. It forces the player to use a different kind of strategy. When it comes to the game experience itself, I enjoyed the intro video and the setup for the story being in prose. The low poly art style works really well. The settings and characters have enough detail to make them unique, but it's not overly busy on screen. The world map was easy to understand and navigate and the combat UI was fairly straight forward. It would be nice if the first combat was slowed down and explained a bit in the game itself, as I only knew what to do because of the GDD. Additionally, it's not clear when/how to upgrade the hero. Throwing a color change or sigil or dot on the menu button would make it much clearer. The game itself runs smoothly, for the most part, even with the 3D elements. I did encounter one soft-lock when combat didn't trigger when the hero character approached the enemy, but overall I enjoyed the gameplay and would definitely play again.
  • Extremely good. Needs a whole lot of polish, but this should be published on steam as a full release. Make it faster paced and flashier. Wonderful backgrounds, I love this. Perhaps have different classes/people have different styles of input ie: longer/shorter, different shapes, some blanks, and other quirks. Please keep working on this, I'll buy it!

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1gNxr5tGTPO5FVrJqs3K0_JOwMbqvw4XmbhQQbgTiodo/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!
The King Who Was Trapped in a Cursed Sword is a deckbuilder RPG with real-time synchronized combat. You must travel to find the wizard who betrayed you, trapping your soul in a sword, before he dies of old age. To achieve this, you’ll attract heroes that you’ll control and guide toward your goal.

You only need a mouse to play this game and the interface was made for 16:9 resolutions.

You can choose your hero, battle with him, level him up.

When your hero dies you lose everthing he owned except for the learned abilities.

(This game has been tested with a maximum resolution of 1920x1080, if you have any problems with the interface in higher resolutions please use this one.)

Please explain how your game fits the theme:
In this game you are literally a weapon. And you play by posessing heroes to travel.

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Comments

Submitted

Really enjoyed this one. The frantic pacing of placing abilities while watching what actions are being revealed for your opponent so you can arrange your actions appropriately is so fun. Needing to "discard" abilities to roll for the one you want works interestingly with the fact that you can hold on to abilities by keeping them at the bottom of the queue, and then move them up when it's beneficial. 

Would be nice to be able to read the ability descriptions from the Abilities Page, and read what each stat does and/or how much it raises to level a stat. 

I hope you plan to finish this one! I also hope you lean more into the combat, which to me, really separated this game from similar ones! :)

Submitted(+1)

Very interesting combat mechanic, could be a lot of fun but needs a bit of tweaking.

I had a problem where hold clicking on an action only worked about half the time and it was extremely frustrating. I feel like the combat wants the player to react to the enemy but the timing seems too fast for that. It would be nice if a single click moved an action straight to the next available slot. Then hold clicking can move things. It didn’t seem that actions could swap with one another either, they could only move onto emtpy slots. I might suggest trying things like having the enemy actions start populated to allow the player more time, having the enemy take no action every 2/3/4 slots depending on the quickness or difficulty of the enemy, maybe have a pause time mechanic to allow the player more time to choose actions but then actions have to have more weight to them or some type of pros/cons system.

Developer(+1)

Thank you very much for your feedback!

The clicking issue is something that only happens in resolutions higher than 1920x1080 and none of us noticed as we don't have monitors with higher resolutions but if you use that resolution it should go away.

Submitted(+2)

I am amazed by what I’m seeing. There is so, so much depth to this game I’m almost can’t believe this was made in two weeks. Different playable characters? Level up system? Side quests? Unique time mechanic? It’s all here. My only real gripe is that combat is not very fun; it’s slow to start up and quickly over.

The King Who Was Trapped in a Cursed Sword by a Treacherous Wizard And Must Now Find Him And Kill Him Before He Dies Of Old Age is a game jam masterpiece, you guys should be really proud of what you’ve accomplished.

Developer(+1)

Thank you so much! The game needs a lot of adjustments and tweaks. We tried our best to balance the combat, but it's tricky with such limited time. Still, we're happy with the overall result (considering we only had two weeks).

We're so glad you liked it that much, and your kind words mean a lot. You're the best! ♥