10 Steps to Elysium - Sword Practice by ghostbomb
Use command modules to plan out your actions 10 seconds at a time.

Drag commands into the ticker tape then press play to execute those actions. Try to hit as many training dummies as you can before you get pegged by an arrow.
My original plan for this game was way out of scope for a compo entry so I'm glad I was able to come up with a decent game, though I'm bummed that I didn't have a couple more hours to add music and a run animation.
| Link | https://www.dropbox.com/sh/t0t30ymuciu6emi/AABd0Ehvdy2dxJ6w8NFF1ONFa?dl=0 |
| Original URL | https://ldjam.com/events/ludum-dare/51/10-steps-to-elysium-sword-practice |
Ratings
| Overall | 153th | 3.633⭐ | 32🧑⚖️ |
| Fun | 184th | 3.467⭐ | 32🧑⚖️ |
| Innovation | 41th | 3.983⭐ | 32🧑⚖️ |
| Theme | 289th | 3.467⭐ | 32🧑⚖️ |
| Graphics | 175th | 3.633⭐ | 32🧑⚖️ |
| Mood | 309th | 3⭐ | 30🧑⚖️ |
| Given | 35🗳️ | 36🗨️ |
I did take me a moment to get how it's set up to work with the spawn timers and so on, and I really think the idea is quite well thought through and well implemented. The random tile spawns that one can offset by deliberately using up tiles that one already has too many of make it so the game always feels challenging, but never unfair. Also, this game is actually a good fit for the theme: having to plan 10 seconds ahead after the game is stopped "every 10 seconds" really puts the theme in the spotlight.
The graphics and sound were really well made too. Would like to play a game like this expanded with puzzles / challenges!
Would have loved to be able to parry arrows and a bit more dynamic on the gameplay (reduce the number of cards per turn maybe?).