Judge feedback
Judge feedback is anonymous.
This was a very good twist on the theme “You are a weapon.” You are a weapon rebelling against your owner to stop them from doing something evil, very nice! The implementation was nice as well, with an exploration/ preparation phase and a turn-based battle phase to compare your results to. The controls tripped over themselves in certain areas (talking to the NPC at the beginning uses space instead of E… which causes you to jump, jumping from ledges can be frustrating, might also want to ad ledge detection lag so that a few frames after the player is off the ledge, you can still jump, making it feel smoother). The GDD was a work of art, especially the section of what we learned and where to go from here, well done.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1pEF_fB6PumAl7Z7_B5Kv6hfK5Ux6e8WuaY7KMfdvCrE/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Stabotage: From Sword to Plowshare takes place in the caravan of a traveling hero, who seeks to gain reputation and fame across the land. His plan? Engage in harrowing battles, build a legendary name, and carve his story into history. However, not everyone—or everything—is on board with this vision. The hero’s sword (the player) has grown weary of battle and bloodshed, longing for a more peaceful and productive life… like farming.
During the day, the sword does its best to sabotage the hero’s efforts, subtly limiting his kill streak without arousing suspicion. This phase plays out as an RPG-inspired turn-based battle where the player must manipulate combat in ways that increase the hero’s chances of failure—without getting caught. This awareness adds an extra layer of risk, tracking how close the hero is to realizing his weapon is working against him.
At night, the sword embarks on its own grand adventure. In a fast-paced, Metroidvania-lite platforming phase, the player races to the edge of the map to acquire new abilities, unlocking even more creative sabotage options for the following day. But there’s a catch—fail to make it back before dawn, and the hero may realize something is amiss, leading to the sword’s reforging and an untimely end.
This game was created for Pirate Software’s 16th Game Jam, blending strategy, stealth, and platforming into a unique tale of rebellion, risk, and reluctant heroism.
Controls
The Day phase is a mouse-controlled, turn-based battle situation. The night phase operates as a standard platformer.
W/A/S/D to move
Spacebar to jump
E to interact with objects
I to open the ability inventory, which uses the arrow keys to navigate.
ESC or P to open the pause menu
Please explain how your game fits the theme:
The jam is and was a fun time to do a project with friends. We managed to con one friend to join us this year and between you and me - he's hooked. Jams for life. (It's 3 am.)
Is there anything you'd like the judges to pay particular attention to?
Just have fun. Like we did. (It's 3 am, still.)
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