Swoooooooooooooooooooooooooooooooooooooord!! by She Wrote

Make your sword bigger by adding sharp, pointy things to the end of it!

Ratings
| Overall | 139th | 3.49⭐ | 51🧑⚖️ |
| Fun | 124th | 3.418⭐ | 51🧑⚖️ |
| Innovation | 71th | 3.735⭐ | 51🧑⚖️ |
| Theme | 156th | 3.531⭐ | 51🧑⚖️ |
| Graphics | 81th | 3.837⭐ | 51🧑⚖️ |
| Audio | 93th | 3.51⭐ | 50🧑⚖️ |
| Humor | 15th | 3.894⭐ | 49🧑⚖️ |
| Mood | 111th | 3.574⭐ | 49🧑⚖️ |
| Given | 53🗳️ | 87🗨️ |
I am a bit confused on how things are attached, though.
This is realy long sword. Yeah.
Nice game ^_^
I couldn't quite get the balancing right, but I did manage to kill the beast by clicking very quickly.
I love all the wacky stuff you hot-glue together to extend your sword. I just wish it was a little clearer what the rules were for attachment - when I played, there was a little "X" mark that seemed to indicate valid connection points, but it didn't seem to necessarily indicate the *only* place I could attach new stuff.
Would've also appreciated something more than just a sound effect and a solid red screen to indicate I'd won, too.
### @untitled-studios @bubblewandgames @alopar @xpoho @koalabear @zirrrus @discofish @the-stewarts @uzpykes
@absolute-garbage
Thank yoooooooooooooooooooooooou!! Once I thought of it, I knew it was perfect!
@oter
Thank you, I'm glad you liked it, Mr. Oter! I was planning to make the hitbox match the visible parts of the objects, but in GameMaker that can get a bit complex, and in the end, I ran out of time :/.
And yesss, there’s a bit of luck near the heart, it gets really hard.
@paprikaka
You are also looooovely! Thank yooou for playing! By the way, that was exactly my intention — I love games with as little HUD as possible.
@alex-davies
Thank yoooou!! They're actually all square-shaped. I was going to make only the visible parts of the sprites count as the hitbox, but in GameMaker that's a bit tricky, and in the end, I ran out of time.
@keith-wang
Thank you! The hitbox can be a bit tricky, yes, but I like the feeling that — just like stacking things in real life — it's not always convenient or clear, and you kind of need to figure out where it fits best through trial and error.
@qhboiboi
lol I tried that like three times to see if the game could be cheesed, it didn’t work. I should’ve tried more times lol.
@makache
Thank you! I'm flattered! 😊
@mr-mesmer
Yeah, that won't work lol! The balance is based on the number of objects on each side of the sword — more items on the left means it’ll fall to the left.
It’s not really realistic physics. I did consider making an infinite version (and still might later!), but I really like games that have an end. It gives the player a sense of completion. Thank you for playing!
@pincushion
Thank yooooou for playing!! ...And I have bad news — the exploit was fixed!
@python-b5
Thank you!! The higher you get, the less control the player has. At that point, speed becomes super important. It’s part luck, part speed, and still a bit of skill.
@woe
It is!
@phasmantic
That’s a great idea. Originally I wanted every object to spawn at a random angle, but the system was full of bugs. Eventually I had to drop it because I ran out of time.
@shakirovich
Thank you!! Yes, I'm actually considering a mobile version!
@ryusui
Thank you for playing! I was trying to find the wackiest things lol!
There’s basically an invisible square around each X that defines the hitbox. The closer you are to the center, the more likely the item will work. But yeah, it’s still pretty vague — hopefully I can find an alternative way to do it in the future. Also, I wasn’t really sure how to end the game, so I went for a more artsy ending. It wasn’t even supposed to have that sound effect at first — but without it, it looked too much like a bug, so I changed it lol.
Given more time, being able to make the game full screen would be nice, even with the narrow dimensions. Also the variety of objects is funny and charming.
I was somewhat confused of what to do. Had to read some of the comments first. Then I managed once to get to the end. :smile: :crossed_swords: