Sky Sword by Yword
In Sky Sword, you play as Fate, a young adventurer who accidentally discovered a broken ancient sword, Cross Blade, on the journey to uncover the secrets of the lost world.
Controls:
- Ride on the sword to fly in the air.
- Key Z to Jump, double jump, and wall jump.
- Key X to shoot, hold down for charge shot(on sword).
Credits:
- Music: The Children's Training Grounds by Circlerun
http://opengameart.org/content/final-fantasy-advent-children-style-only
- D3 Circuitism font by DigitalDreamDesign
Controls:
- Ride on the sword to fly in the air.
- Key Z to Jump, double jump, and wall jump.
- Key X to shoot, hold down for charge shot(on sword).
Credits:
- Music: The Children's Training Grounds by Circlerun
http://opengameart.org/content/final-fantasy-advent-children-style-only
- D3 Circuitism font by DigitalDreamDesign
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.87 | 84 |
| Fun(Jam) | 3.39 | 264 |
| Graphics(Jam) | 4.46 | 48 |
| Innovation(Jam) | 3.26 | 403 |
| Mood(Jam) | 3.82 | 90 |
| Theme(Jam) | 3.26 | 586 |
graphics are awesome, really liked the sprite-y aesthetic, just a shame the gameplay was so frustrating.
For those having trouble early on, don't jump off the sword immediately, and use wall jump to get back on when you see a chance.
Fun: Well Done!
Theme: PERFECT!
Graphics: AMAZING!
Gameplay: GREAT! I found some level design faults, but we all know was because of the short period of time.
I want to see this game on Steam someday. Keep developing the game! Congratulations!
But without that, really nice-looking and polished game
I thought that's just a simple platformer
Now I think it deserves 5/5, but guys, you REALLY need to write, that you can jump on the sword, because it looks like a decoration.
Also, is it okay that you can jump endlessly if you press z+x and direction keys simultaneously?
Well done!
keep up the good work guys!
Just be careful with players failing the very first jump and being left wandering on the desert... like a friend of mine that is totally not me... :D
The game design is weird... falling off your sword accidentally is usually a death sentence. Then there is one sequence where you are forced to leave the sword behind, but it doesn't reappear at the next checkpoint so you have to kill yourself. I was able to complete the game, but I think it needs some more details added. Still a great achievement considering the short time it was made in.
And the mood was pretty cool!
On one hand, you made something super polished graphically. On the other hand, it is very irritating to play. I mean that not as a personal insult or anything, but as player feedback. A few particular notes:
1. Bloom seems way too strong to me for the sword rocket and the sword beam. In particular, the sword rocket being so bright means you're likely to kill yourself a couple of times trying to figure out the initial jump timing, because there is a gap between the platform and the sword, and you didn't see it very well.
2. Jumping feels very annoying because the height is so low, and the player starts to fall again so quickly. There seems to be infinite walljump, and there is a doublejump, but this still feels counterintuitive compared to other platformers. Also walljumping and double jumping should probably be explained ingame if the game is continued. (Double jumping might have been mentioned ingame, apologies if so).
3. For a game filled with tricky timing and instant deaths, the game over delay is super super SUPER annoying. Many games like VVVVVV or Super Meat Boy may have instant deaths, but I think those sorts of games may also offer a quick path back into the action to avoid frustration. With this game, there are a few seconds where you can't do anything but stare at a bar, repeated over and over. Even if a bar is only 2-3 seconds, multiply that by a bunch of deaths in a session, and a player may literally spend minutes just looking at a game over bar.
4. The powered-up beam attack can apparently not destroy the little blocks that your handgun destroys, which felt odd. It took me a very long time to figure out that the sword could self-fly through the second or third checkpoint.
5. It would be nice to have a clearer visual or audio indicator that the sword charge is full. Sometimes I would get particles but no beam, which might result in instantly dying to an enemy.
6. There is no handgun charge shot, and I can buttonmash to fire rapidly. It would be really nice if I could just hold down the fire button instead of having to mash, since players are just going to rapidfire anyway to destroy blocks and enemies. Might as well be nice to the player! :D
7. Since I can control the sword but not the player while riding on it, it would be really nice if I could fly it backwards. I can accelerate the level by flying forwards, but not being able to stop or go backwards is just an added frustration without much fun or satisfaction coming out.
I hope you will forgive my very detailed comment, but the clash of such polish with several irritating mechanics apparently made me feel strongly enough to take some time typing it out. Good luck in your future development!