Explore the story of a magical sword in this turn based autobattler! Fill a unique role, turning the tide of battle in favour of the heroes or pushing them towards their demise. 

Blade of Madness was created in 48 hours for the GMTK Game Jam 2023 with the theme "Roles Reversed". 

Word of caution, the project is a fair bit unfinished and features stylish programmer art, as it was a solo dev work. Thank you for trying it out!

How to play:
The game is almost exclusively playable with a mouse. ESC and TAB open pause menu.

The goal of the game is to get a hero to the 5th room of the dungeon. The hero will fight on his own, but will sometimes want to use the sword, then the possible attacks will appear for the player along with the text talking about the attack that the hero wants to use. Using different attacks than those chosen by the hero, will result in losing energy, and without energy there will be only one attack available. Beware though, the hero gets mad under the influence of the sword and will often choose bad attacks.

Known issues:
- After resuming from pause menu, the battling will stop and the run will need to be restarted from main menu.
- Sometimes the hero and enemy stats don't update on the UI.
- Bash attack doesn't work.

Download

Download
Blade of Madness.zip 14 MB

Comments

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Just gave this "short and buggy" prototype a try and I found myself genuinely smiling a couple of times watching the warrior try to make some fairly dumb decisions in the moment. I actually really liked the premise of this game! I would love to see it expanded upon and would happily be a playtester if you wanted some additional feedback. I have been programming and more specifically programming games for a little while now and can probably provide some specific commentary if you wanted it. But for now, I'll leave you with my short review.

 - Gameplay: Simplistic but that gives it room to grow! You could probably change the different action options that pop up to add to the madness. Maybe the blade allows the warrior to do things he couldn't normally do.

- Story: While there is only so much story you can really put together in a short experience, I think you did a good job leading me into the narrative with your game description. It gave me a good sense of what I was in charge of as the blade.

- Visuals: I too am familiar with the beauty of stylish programmer art. It's what's kept me from publishing basically anything that I've worked on. It served it's purpose though and that's why we do it!