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Sword Fan

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A member registered Apr 01, 2024 · View creator page →

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Thank you!

What is ED4?

Thanks for playing! Version 2.0 is out! Features cutscene art for every page, FMV, sound effects, music, and new flashback sequences.

If you have a chance to try it out I'd love to hear your thoughts.

Thanks for playing! Version 2.0 is out! Features cutscene art for every page, FMV, sound effects, music, and new flashback sequences.

If you have a chance to try it out I'd love to hear your thoughts.

Thanks for playing! Version 2.0 is out! Features cutscene art for every page, FMV, sound effects, music, and new flashback sequences.

If you have a chance to try it out I'd love to hear your thoughts.

Thanks for playing! Version 2.0 is out! Features cutscene art for every page, FMV, sound effects, music, and new flashback sequences.
If you have a chance to try it out I'd love to hear your thoughts.

The light in the background kept switching to red and back. Thank you, I'll watch it.

Awesome!

Thanks for the reply! Makes sense.

Did you use the game's framerate to measure the time, by chance? And you're welcome. Getting a game done in three hours is always impressive, good luck with future endeavors.

Thank you! I will add music and cutscene graphics after the jam is over.

Thanks for playing and reaching ending 8! I consider that one the "true" ending if I had to pick one.

Thank you! I like to make story-centric games so with a three-hour span, Twine just felt natural.

I'll keep that in mind! Any plans for an update?

Understandable! Thanks for linking.

Oh I see now. After testing, I went ahead and bumped the score up a bit. The space bar seems to still teleport instead of dash, for my other issue.

I really wanted to play this, but the rapid flickering between colors at the very beginning went on for far too long and I had to click off I'm afraid. If you upload a playthrough to YouTube I could adjust my score.

Awesome main sprite! I laughed a bit when I heard the game over. The game loop is pretty fun and there's not much to say, except I think holding the mouse click down shouldn't count for grabbing.

The minimalism and color choices perfectly fit the vibe you were going for. Very charming and reminds me of 8-bit stuff. Could I recommend allowing multiple bombs to be dropped at the same time, however?

Was this made in five hours between all four people, or five hours per person? I like the idea of this game and the wire cutting feels pretty smooth. The explosion genuinely made me laugh when I saw it for the first time. I think the top right part of the HUD mitigates the risk factor and some colors blend in too much though. Great music, by the by.

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The ball launching physics are mostly fine and I congratulate you on getting a game out in three hours. The music is really catchy and probably my favorite part of this. Unfortunately, I don't feel there is much in the way of risky decision making here, and it is common for the ball to get stuck. The controls for the bumpers would also be improved by mapping them to arrow keys, IMO. Also I like the font fine, but removing the shadows would improve it. Good luck with future projects, there is some potential here for sure. Also, good job having the foresight to add a reset button.

It seems this game jam has had a common trend of simultaneously giving players a buff and debuff at the same time. This is a tried and true method of adding risk and reward. I wish I had more to say here, but I'll leave with the idea is neat and while I wish there was a bit more to the graphics, Atari 2600 styled graphics make sense. Congratulations on getting a game out in three hours at all since that is never easy.

Great job team! The visuals and audio are very polished, and the core gameplay is amazing for being coded in three hours. The actual premise is extremely unique and I love how satisfying it is to land a shot. I'm also surprised by how in-depth the upgrade system is. If I had to nitpick, I have a few ideas for a future release. More health points would help the balance IMO, as well as a pause button for the shop. Also, the risk does not feel too emphasized since the scanner shows which fish are enemies, but that's only relevant for the jam period. I would love to play a later release for sure. Also I love the swordfish sprites.

This fit the theme very well. It's simple, but gets the job done. I even like the script. Unfortunately, the AI voice is very distracting and I feel like you could improve this with a proper voice actor. Also, the graphical assets can clash quite a bit, mostly the timer which is very fuzzy and even skips some numbers. The actual in-game graphics are fine outside of the HUD though. I like the giant buttons, honestly.

I'm surprised by how catchy the music is! It's a really unique idea for a game, reminds me of the final bosses of some Ys games. Unfortunately, all the visual assets clashed very hard in terms of things like outlines.

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I love the visuals and idea. The tone is set really well. The music is a bit high-pitched for my liking but also fits the vibe. Some sound effects for the menus would definitely help with the responsiveness, but what's there is well-done given this was made in three hours! The setup for the story is great too. Sadly I think the game is fundamentally broken since most of the decision making basically boils down to whether I want to get ten hearts in one day or twenty hearts in one day. I think having one card for each stat per day would go a long way for a 2.0 release, honestly. Good luck!

I love dodging bullet rain in games, so I found this to be an interesting experimental work. Unfortunately, the background kept disappearing, and spacebar kept crashing the game when I tried to dash. Is this problem browser-dependent? If you make an update this could be neat! Impressive particle effects for only three hours of work.

It's always hard for a story-driven game in these competitions. Props for sticking with it and finishing everything. It was surprisingly entertaining to see numbers just keep going up and up. The music composed specifically for this game was great too.
Unfortunately, with over ten hours of development it is hard to say it fits the theme very well, and I feel like some more visuals probably would have helped the experience. As is though, great game on its own merits.

All right maybe I'm just easily amused, but that falling animation got me good. Funny stuff. What's here is playable and you did a good job mostly adhering to the time limit. I would add proper walking animations, a better victory font, and a parallax.

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When you click the screen before the game begins properly, there are still explosion effects. I assume this was a glitch? There's a good idea at heart here, and you got a lot done in three hours so props for that. With some polish this could be addictive.

I disabled the flashing lights, so I am not sure if I am at the liberty to properly rate this game (visually, mainly) but it reminded me of the Taiko series so that's cool. I would recommend a health bar to make the game more lenient.

Damn, I remember playing something like this in school. Playing this in five-player mode with only one keyboard is amazing. Is the text supposed to be glitchy after new dare, though?

Great idea for a game, and I loved the voiceclips. I was reminded of Papers, Please, which I suppose was intentional? This is probably the most complex game submitted for the contest. Unfortunately, the names being mixed up at times makes it hard to tell how trustworthy everybody was supposed to be, and thematic points have to be subtracted since this was worked on for far longer than three hours. Great job finishing the game! It was funny how abrupt dying to a person with a gun was.

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I like the character sprites, but I seemed to keep dying at random and it was hard to accomplish anything. This could definitely be retooled as a traditional top-down shooter very well, IMO.

An interesting idea, but a stricter time limits and less rough pixel edges could have helped this game a lot. I felt myself spinning for too long, but it's for sure a unique idea of a game.

This is one of the most unique ideas I have ever seen for a video game, period. Honestly I wish I had more to say, but I reached earth at age 80 on my first try. Maybe the main character could get more updated sprites.

I see this is basically Blackjack times ten, nice. I would just say to increase the button size as the main concern, it was a bit hard to see.

I agree with this and would like to add that an embed would help.

I see what you were going for with the score and powerup system. Neat stuff! Unfortunately, I think this game would be much better off with keyboard controls since the tactility of playing Breakout with a mouse is lacking.

The reloading is a neat idea but I wish you could hold more bullets at once. The death sound made me laugh, admittedly. The graphics remind me of Classroom, I believe the series was called.

Best game so far gameplay wise! I was really invested in figuring out optimal decisions and played three times. Sadly the spawn points are a bit buggy and can lead to instadeath. Sound effects get the job done. Atari graphics make sense for the time limit. This would be a great full game.