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It's shocking how our game has similar designs. Not only it is about a sword choosing for someone worthy, but it has autobattler mechanics too.

One notable difference is the lack of player agency once you pick a wielder, that you don't get to do anything other than waiting for them to die, before getting to upgrade. Some people don't have that much time waiting, and it makes endgame feel like something you don't want to do.

Ideally, the game could be improved if there's something for you to do during a run.

My game is Only You Are Worthy btw, for similarity reference.