WeaponBound
This game was made for Pirate Software Game Jam!
WeaponBound is an auto-battler/stat-builder roguelike. Where you play as a sword. You upgrade the yourself and pick an owner to use you in battle.
Game Lore:
A labyrinth appeared out of nowhere throughout the world, and it has become a gold mine for explorers and adventures. It is believed that the labyrinth has 100 doors, and no one has ever opened the door one hundred. You are a sentient sword who was promised to be turned into human if you reach the 100th door.
Game mechanic:
At the start of each run you choose a hero to wield you, the hero will then try to conquer the labyrinth. Each door the hero will be given an upgrade that he will personally pick to upgrade you the weapon. The only control you’ll have is choosing your owner.
I highly recommend using earphone or headsets.
Credits:
Music by Katzen" class="redactor-linkify-object">https://pixabay.com/users/katzen_tupas-11531692/?utm_source=link-attribution&utm... Rodroi Tupas from Pixabay
Music by Zakhar" class="redactor-linkify-object">https://pixabay.com/users/good_b_music-22836301/?utm_source=link-attribution&utm... Valaha from Pixabay
Status | Prototype |
Platforms | HTML5 |
Author | Earl Snow Studio |
Genre | Strategy |
Made with | Godot |
Tags | 2D, auto-battler, Roguelike, stat-builder |
Comments
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First thing I noticed is the UI in the shop screen! I love the details like the indents due to the battles and the gradient on the borders of the different UI sections. It looks really good and enhances that "you are the sword" experience!
I also really enjoy the execution of the battles and the things that happen during them. The UI stands out to me once again, having the elements spread throughout the screen in a really pleasant and easy to read way. The pixel art looks really nice, the music is fitting and the sound effects help to get immersed! I'd just suggest having some music or ambiance during the battles as well, just to create some atmosphere!
I'm assuming that each hero's personality dictates what kinds of items they'll pick at the end of each battle, which I find to be an interesting concept. It's a bit frustrating when they make a dumb choice, but taking into account that you're taking the role of a sentient sword passed through heroes, it makes sense.
It seems some aspects like the graveyard have not gotten implemented, but I like that idea. I did notice that when a hero dies, the sword's stats get reset, including the upgrades you've bought at the shop. That can be unforgiving, as you have to go through multiples heroes to get enough essence to upgrade, only for it to get reset when your next hero inevitably dies. Not resetting the upgrades would make it feel more worth it!
There's a neat concept here. It'd be interesting to see an expansion of it!
Thankyou very much!! Yeah I wasn't able to do the save system, that's why it didn't save your progress, but this comment makes me want to expand this. Thank you very much!