SWORD1 by Lawrence
Overview
SWORD1 is an action combat game where you fight for your life in gladiator like battles on an always shrinking platform high in the air.
There are 10 levels. You don't have to beat them in a sequential order, so you can try all of them easily. 😉
Please rate and leave a review. Appreciate it! :thumbsup:
Links
- Itch.io (Download for Windows): https://lawrence-laz.itch.io/sword1
- Source: https://github.com/lawrence-laz/LD42
Controls

Moments
Tools used
- Unity 2018.2.1f1
- Aseprite v1.2.9
Changes
- Fixed a bug, where dead enemies could still hit you.
- Rebuilt with older .NET, because some machines had problems... Not sure if that will help.
| Windows | https://lawrence-laz.itch.io/sword1 |
| Source code | https://github.com/lawrence-laz/LD42 |
| Original URL | https://ldjam.com/events/ludum-dare/42/sword1 |
Ratings
| Overall | 5th | 4.242⭐ | 64🧑⚖️ |
| Fun | 1th | 4.418⭐ | 63🧑⚖️ |
| Innovation | 102th | 3.746⭐ | 63🧑⚖️ |
| Theme | 7th | 4.475⭐ | 63🧑⚖️ |
| Graphics | 94th | 3.967⭐ | 63🧑⚖️ |
| Audio | 28th | 3.871⭐ | 64🧑⚖️ |
| Humor | 121th | 3.193⭐ | 59🧑⚖️ |
| Mood | 74th | 3.649⭐ | 59🧑⚖️ |
| Given | 5🗳️ | 4🗨️ |



https://www.twitch.tv/videos/296647577?t=00h49m07s
You can re-watch for my comments in the archive at https://www.twitch.tv/videos/297054468
Really cool game :) Keep coding :)
The thing that was quite annoying is when you fall just after the enemy and still don't beat the level but that might be intended, I don't know.
The only thing I didn't like is how "slippery" the ground is - it added to a challenge, but maneuvering the player with WASD around caused my wrist to hurt, as it usually is when you have to quickly readjust your velocity.
Overall, great job, killing that last boss gave me tons of satisfaction!
Overall, the sounds, gameplay and tunes work great together! Congrats!
The game is simple and good, nice work.
I think this might be my favorite so far. The combat is fluid, intense, and just fun ! Overall the gameplay is awesome, and while being simple, still requires a bit of strategy, especially in the last levels. And of course, it perfectly fits the theme ! Maybe it would have even been more interesting and challenging without the bombs, though, as I find that they tend to make the game way easier. Also, art is very nice and has a cool retro feeling. The only thing I disliked is the music, but it is just a matter of personal taste.
I really think you should keep developping it after the jam, as it has a LOT of potential. Anyway, great work !
I can't think of anything to be improved, other than more variety in level design and enemy layouts. As of now, it's one of my favourties for its simplicity and "bluntness".
I would love to see a multiplayer version of it with bonuses, different characters, etc ! (I'm a huge fan of "couch multiplayer games")
The floaty controls were perfect I thought. I can't count how many times I beat a level, just to end up careening off the side like an idiot (which just made me laugh more so than get frustrated, but that may just be me). Not to mention all the times I kept strafing around the enemies to line up perfectly to only fall off the side without even hitting anything. It's sort of like drifting in racing games where it's just fun to run around the map, just barely keeping your character under enough control that you don't quite fall off, but still toeing the line.
The art is great. I love how most everything was only one colour, but still everything stood out and was recognizable (I think the see-through nature of everything really helped with that). Having the important parts like the ends of weapons be a slightly different colour helps to notice them easier. The clouds in the background and the grass on the field really filled the space nicely in a non-distracting way. My only gripe about the graphics was how the ellipse that closes in wasn't pixel perfect, but it probably would have looked terrible if it was (no offense, just how it works at that low scale of pixel art). But I guess weapons move around 360 and the clouds stretch a bit so maybe that's not a fair gripe as you don't seem to be going for pixel perfect.
Thank you for adding the bombs, the higher hp enemies would have been a nightmare to kill otherwise. I did however want to use the bombs more to blast enemies off the edge more with smart bomb positioning, but they didn't have a lot of knockback force and pretty much just one shot the smaller enemies anyway so it wasn't necessary. I think the enemy attacks could have been a bit slower and telegraphed a bit better. I was never really sure when the enemies would attack; I would just get too close and then the would attack lightning-fast before could even react. The dominant strategy seemed to be to just run around them in circles because they couldn't turn fast enough, just ignore trying to figure out when they would attack and just hope that you didn't get hit.
Comments like these always give me inspiration to continue working on this. :bow: