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A jam submission

Sword of ChaosView project page

Adventure written for the Shadowdark 8-Bit Game Jam
Submitted by Roll4Chaos — 1 day, 13 hours before the deadline
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Sword of Chaos's itch.io page

Results

CriteriaRankScore*Raw Score
Usability#183.4823.636
Inspiration#243.6563.818
Overall#283.3663.515
Vibes#452.9593.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Woah, creepy cover! Very cool!  I like how you increase the dungeon danger level as the ritual goes on. You'd have to keep moving if you were going to keep Azmogoth imprisoned.  Looks like a fun adventure!

Submitted(+1)

Neat stuff! Interesting interplay between law and chaos factions in the dungeon design. I know my players would enjoy their characters sweating over the time pressure.

Submitted (1 edit) (+1)

The sword of chaos is such a cool item! Some of the art is a bit low res and pixely, not in an 8-bit way so it feels a bit forced. Which is a shame because the adventure is awesome that I feel it doesn't even need it to make it shine. Great work!

Developer(+1)

Thanks for checking it out. I had tried to pixelate a couple images which lead to some low res appearance. In the future i would definitely take a different approach, but it was a race to meet the deadline.

Submitted(+1)

I think you incorporated the elements of your prompts super well. I love the time pressure element. I know if I was a player in this I'd be losing my mind in the best way.

Submitted(+1)

I really like the ritual rules, and the flavour from the dead/ dying monks and that laying around is a really cool addition. The adventure getting harder as the ritual progresses in real time, along with more ways to progress through risking that time to explore is really nice!

Developer (1 edit)

Thanks. I wanted to try an embody the feel of levels growing progressively more challenging like the old video games. I also included hidden methods of "warping" the party forward in the adventure like so many NES games had. 

In games like Gyromite you need to solve the puzzle before time runs out or you die. So that inspired the idea of using the real-time constraints, which I thought paired nicely with the Shadowdark torch timer mechanics.

I figured the adventure was brutal enough as is, so I added the spirit encounters as a possible result that could give clues or luck to aid the party.