Sword Whisperer by Malmorsus
Control your sword to kill your enemies! Descend deeper and deeper into the dungeon!
WASD - Movement LMB - to shot out the sword, click it again to send it flying
Art by v3x3d.itch.io
Music by Volvion

p.s. unfortunately we didn't have time to add the last build with post effects enabled.


| Web version | https://malmorsus.itch.io/sword-whisperer |
| Windows | https://malmorsus.itch.io/sword-whisperer |
| Original URL | https://ldjam.com/events/ludum-dare/48/sword-whisperer |
Ratings
| Overall | 113th | 4.119⭐ | 23🧑⚖️ |
| Fun | 42th | 4.238⭐ | 23🧑⚖️ |
| Innovation | 66th | 4.19⭐ | 23🧑⚖️ |
| Theme | 1478th | 3.143⭐ | 23🧑⚖️ |
| Graphics | 873th | 3.714⭐ | 23🧑⚖️ |
| Audio | 1132th | 2.786⭐ | 23🧑⚖️ |
| Humor | 1018th | 2.526⭐ | 21🧑⚖️ |
| Mood | 738th | 3.619⭐ | 23🧑⚖️ |
| Given | 26🗳️ | 17🗨️ |
There was more than a few times where it seemed like the swords were just going through the guys who shoot bullets. Not sure what happened there.
I would like to have seen a little more variety, but I understand the limitations in a jam. When I noticed there was no new enemies or mechanics being introduced I got a little bored. Good thing there were just a few levels :wink:
One idea would be to have different types of weapons which are more or less effective against different enemies.
Maybe something like fire swords against flesh, and electric swords against armor. Then the order in which you pick up your sword line-up kind of plays into your attacks. Just a thought.
I think it would also be cool if the straight flying swords did extra damage, or pierced enemies, so there was less control, but more damage.
Overall it's a good entry! Good job!

PS. I recommend looking into Unity's 2D Tilemap tool, and maybe even consider Unity's 2D Pixel Perfect camera.
Occasionally my sword seemed to go through enemies without damaging them. Also, sometimes my sword would fly back to me when I didn't want it to; I think I was keeping my mouse too close to my character.
At one point I lured the shield enemies against a wall, then hid on the opposite side and killed them while they stood totally still, unable to get to me. Maybe that's a legitimate strategy? I felt like I was being cheap, but it was still satisfying.
The camera is a bit slow to follow the character; there were a few times when I ran right up to the edge of the screen and was damaged by an enemy who was offscreen a second earlier. I could circumvent the issue by using my sword as a scout, which was kind of funny.
The music fit the retro vibe, but it was very repetitive and not very interesting.
Those are all minor complaints, though. I started playing it again after I beat it because it's so fun. Great work!
I'll add some minor points where I think the game could be even better:
- One of the SFX (at least on Firefox) was very broken and gratting (I'm not sure which)
- The background music has a very short loop
- The level transition is very sudden and be confused with death instead
But those are minor improvements to a game that is already pretty fun to play! Congratulations!
The art worked well and liked the movement of the swords and how they trailed behind you, thought it added a nice visual to play with.