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whalesharkgames

61
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A member registered Jul 29, 2023 · View creator page →

Creator of

Recent community posts

This is a great game! : )

Good game!

Great Game!, It is a bit laggy though and could use some polishing. The mouse sensitivity is also too high by default.

Amazing game idea!

Amazing game!

Great game!

Great game! I beat it! I suggest making the solitaire game more clear. And the secret code and email

Web GL framing could use some work.

Also reminds me of scratch platformers.

Great game!

Controls a bit goofy and might take a while to learn, but good decoration and art!

Amazing game!

(1 edit)

Update!

I have decided on a font!

It is called Octovetica!

Click here to see what the font will look like! :)

Awesome game!

(1 edit)

The next update I am doing will change the game to make it more fun and enjoyable and will add some new levels and enemies to the game.

My "To do" list for Double Edged Sword 1.2:

  • Six health points instead of the usual three.
  • Camera zoomed out to be able to see enemies from farther away.
  • Level design changes.
  • New and improved logo.
  • Better pause menu, death screen and main menu.
  • A new font.
  • Fixing up the level select screen.
  • And last but not least, a tiny character to talk to you instead of just having white text on screen.

The update's main focus is a little character that will tell you the dialogue and maybe some lore. I have been thinking for a while about the lore and what the little character's name should be. Below is a list of ideas of names, be sure to comment what your favorite is or any suggestions!

  • Timmy
  • Talkie
  • Walkie
  • Ronald
  • Blather
  • Prattle
  • Robert
  • Tessel

Thank You!

One of the best games I have ever played.

This is an awesome project!

You're welcome! I worked hard on these. Thanks for buying!

Double Edged Sword 1.1 has been Released!!!!!!!!

1.1 has just been released this Dec 26th.

Changes:

- new Level 6 with new boss "The Haunt"

- improvements on gameplay such as shorter levels, checkpoints, easier sections, more gradual difficulty

- more secrets hidden

- fixed many bugs / glitches

and many more!

I just added keys to the game. You collect them and they follow you until you unlock the block with a lock on it. It is so awesome!

I made some more but these are for the floor!


Tell me how you like them!

I have a new screenshot. Take a look!


Tell me which one is your favorite!

Are you hyped up for 1.1? Because I've got some cool sneak peeks to show you about the next update.


First an announcement. In the new update, may or may not have the "Made with Unity" start screen. Unity has made it so if you get the new editor you do not need the splash screen. There is a drawback to switching to the new editor though, some things might break. Post in the comments what you think I should do.


Right now I am working on new types of blocks so there isn't just the normal walls and the floor. I just made 4 different, color specific, blocks. There is the dark brick block (Top Left), Light dithered block (Top Right), light small brick block (Bottom Left), and the pyramid block (Bottom Right) I would like to hear you opinions on these.


Here is a picture ripped directly from the game's files


Brick Blocks


Tell me your thoughts!

I am going to show the analytics of Double Edged Sword. It's not like those things in youtube videos where they say 99.99999% of people are not subscribed and 0.00001% are subscribed. But I literally screenshotted the analytics page just so you guys can see it if anyone was wondering.




$0.00 Revenue, that's just sad.

What do you suppose I do? I could make a function that makes the ghosts go farther away from each other. That is really hard to code though and uses a LOT of math. And, no, I am not going to make it so that the ghosts are killed no matter the sword, that just ruins the entire concept of the game.

In Double Edged Sword 1.0, the keybinds for the dark bar and light bar were:

Lightbar, Q or /

Darkbar, E or right shift

But I feel this is uneven on some keyboard layouts and I want to change it in 1.1. 

After researching I found there are two main keyboard layouts.

I have a computer with layout 1.


What should I make the keys in 1.1.

One Idea I have is that it is right control and numpad 0. But Some people don't have a numpad.


Post your solutions here!

Here is an old drawing I did while making the game.

The Lazer at the bottom was renamed "Hexazap." And I actually tried to implement it. It wouldn't move but it would point towards the player and shoot lasers.

 


You can ask me questions about all of the enemies. Tell me your favorite enemies and I will try to implement them. A ★ means I have not implemented it yet.

This is what the enemies do:

Ghost: Moves towards player and gets mad if you hit it. 3 HP.

Ghoul ★ : Moves like a ghost but faster. Was going to be a mini boss. I made it but I only made a light version so I only used it at the end of level 5. (I did implement it but I want to redo it) 16 HP

Swicheroo: Once in range switches their color and moves as fast as a mad ghost.

Deceptor: Breakers of time and space, moves very slowly but when you hit it, it moves super fast. 4 HP

Rango ★ : Throws boomerangs. 

Genie ★ : At first I waned it to make fake copies of itself but later I wanted it to teleport randomly around the player until it runs fast and touches the player.

Warlock ★ : My personal favorite. Cannot move but controls a X on the ground after a bit of time the X stops moving and if the player is touching the X than they can't move for a set time. It would actually give dodging (Middle click) a use.

Deathlock ★ : Warlock but it also functions as a ghost.

Orbiter ★ : Circles around a point. Can be killed by player.

Hexazap ★ : Points towards the player and shoots lasers.

That is all!

I am currently developing 1.1 of Double Edged Sword. The main goal of 1.1 is to improve the difficulty of some levels, fix up the .zip file and Web GL, adding checkpoints so that you don't restart from the very beginning of the level, but the last checkpoint you touched, and most important, actually making the game playable and not way to hard! Here you can post ideas for the new update, how you feel about the update, some questions about the update, and anything else related to the update!

Sorry. I messed up. When I built the project I did not put it on a build folder. I just put it on the desktop. I plan to use a build folder on the next update. Thank you for pointing that out though! I appreciate it!

Super cool! I like the background music and toon shader.

Awesome game! I wish you could add a fullscreen option though. Here is some feedback.

At the start there is an exit button. But once you click start on the home screen, you can't get back to it. Maybe you could add a button to go to the home screen?

Nice tutorial also. I actually like it better than normal tutorials because it is so easy and fast. It is better than reading a big block of text and faster than going through a confusing "Try pressing A to jump" tutorial.

Also good job exporting it. I like the .zip file better than an installer.

Thank you! I appreciate it! I am going to update this game soon!

Thank you! I made all the music and art myself!

Nice game! It is really cool!

Awesome dithering and sound effects! This is an awesome game!

Thank You! Be sure to check on the devlog!

I use pixil for the tilemaps because they have a set resolution (which I need for tilemaps). I use unity for placing down the tiles. For all the characters and ui buttons and stuff like that I made vector art and converted it to a bitmap. The vector art program I use is really good though.

I did that too with my enemies. I learned after the game jam that you can use OnGui and make a circle with the radius the distance. But I didn't do it and just eyeballed it.

Be Sure to check out the devlog, and also, there is no secret at level 4. When I made an early version of level 4 you could walk through the left wall but I removed it. I might put it back in though!

Awesome game! Pretty hard but I think it is cool! Nice movement and level design! The light hitboxes are a bit inaccurate just so you know!

Thank you! I appreciate the feedback! By the way you will never guess what program I use to make my art assets. I am thinking about making more levels in the future. I will also post a dev log about how I made it!

Does not fit jam theme! Cool perspective though!