Blade To Blade by Jibberwocky
Made for Ludum Dare 51
Win an over-the-top duel with swords and words. Choose your melodramatic dialog and your swordplay every ten seconds.
--CONTROLS--
Mouse - choose options and navigate menus

Font: Orange Kid - https://www.dafont.com/orange-kid.font
Music: Generated With Abundant Music https://pernyblom.github.io/abundant-music/index.html
Engine: Godot
Artwork created in
Aesprite https://www.aseprite.org/
Sounds created with: Lab Chirp http://labbed.net/software/labchirp/

| Link | https://github.com/jibberwocky/LD51 |
| Itch version - Likely to be more stable | https://jibberwocky.itch.io/blade-to-blade |
| Original URL | https://ldjam.com/events/ludum-dare/51/blade-to-blade |
Ratings
| Overall | 96th | 3.774⭐ | 33🧑⚖️ |
| Fun | 198th | 3.419⭐ | 33🧑⚖️ |
| Innovation | 83th | 3.767⭐ | 32🧑⚖️ |
| Theme | 245th | 3.565⭐ | 33🧑⚖️ |
| Graphics | 65th | 4.065⭐ | 33🧑⚖️ |
| Audio | 86th | 3.683⭐ | 32🧑⚖️ |
| Humor | 56th | 3.661⭐ | 33🧑⚖️ |
| Mood | 40th | 3.917⭐ | 32🧑⚖️ |
| Given | 61🗳️ | 55🗨️ |
The art style is good; the music fits the stage. If I were to nitpick, I would change the costume slightly between characters, and maybe their hair colour.
Nice graphics, atmosphere,mode and music.
Good Job!
I definitely had to read the instructions to understand how to play (thank you for including instructions!) but after that it was much easier to understand. The emotion icons coming out from the enemy were really helpful for reminding me what I had done previously, and I liked that some responses had mixed emotions to them to make it a bit more interesting.
The dialog was adorable. I kept trying to extend the fight to see how much there was :)
Very nice touch of showing the emotions.
I'd love to see this concept expanded on, though. I think there's real potential for a dueling game where taunting or admiring your foe is just as important as making the right sword maneuvers.
I played this until I had every ending, which was a little longer than it should have been because I mistook fear for guilt/self-doubt
@nicholas-maddalena The formula for opponent's choice is a pretty simple random roll to pick each option based on the ratios of each emotion (so 2 affection, 1 fear, 1 anger gives them a 50% chance of waiting, and 25% chance for each of thrust and parry).
It starts off fairly evenly random (even odds of chance of each option) but your choices quickly add up (I believe you can get to ~70% chance for opponent to thrust just from the first dialog) and you can even reduce the chance of up to two of the options to zero (although I think it's much easier to just win or die before that).
I think the main problem is with the particles being the only indicator it's still quite opaque how those things are adding up and equating to the weighting, so still difficult to predict the opponent. I'm curious if you're suggesting doing something more deterministic? because that might have been the way to go but weighted randomness was easier to quickly implement.
@lone-wolf and @swen thanks for playing through to all the endings :smile:, I tried to make it as quick and smooth to start over so people could quickly find them all. @actuallythemoon that's why clicking on the victory popup takes you instantly back the main menu, also I didn't have much time for more animations.
From a gameplay perspective, I liked how the menus/option selection handled a lot (you really have an eye for this), but at the same time I didn't have the greatest sense for how my choices were affecting the game, even after I played through it a few times. Overall, you used the theme effectively to make something special and I'm glad I played this. Thanks!
My only issue was readability: the combination of the font, outline and size makes it hard on the eyes imo. The UI could be smaller when playing on full screen desktop (it does make for a good mobile view now though I imagine). Also, I'd like to be able to skip waiting for the 10 seconds to end when already picked my actions (have an explicit `Wait` action instead), alternatively you could add some ramping up sound effect to make it feel less like a wait and more like the anticipation of the incoming action.
Just some daydreaming here but maybe it would be cool to have the gameloop and text be a bit more temporal and dynamic, like the characters start moving towards each other, the enemy shouts their line onto the screen (appearing at their head vibrating or something depending on their moral), time slows down as your choices to respond appear, you similarly shout your line when picking it and when you click your combat action the clash happens instantly.
Anyways, this is a lovely entry and I think you should try making it into something a bit longer like a series of highly dramatic duels between different characters which could branch out depending on who won which fight, so you couldn't really lose it just access different paths of the story. This could make some free narrative motivations depending on who killed who ;)