🕹️ Controls:

Movement: WASD
Look Around: Mouse
Charge Swing: Hold Left Mouse Button (drag to adjust angle)
Release Swing: Let go of Left Mouse Button
[removed from the build] Parry: Right Mouse Button (short block window) 

Tip: Attacking consumes willpower. Getting hit damages the host you're controlling.
Cards/Gems and pickups may restore them.
Enemies have localized damage that is randomized by enemy. Poke the correct part to discover its resistance rating!

The "Game":

Mindblade is a physics-driven first-person sword combat game. Designed for a game jam, it focuses on precise directional slashes, randomized enemy weak spots, and wave-based survival.

🔥 Current Features:

  • Directional Sword Combat – Aim and strike dynamically by dragging in the desired direction.
  • Weak Spot System – Enemies have randomized resistances per body part.
  • Wave-Based Action – Survive escalating enemy waves.

🚧 Known Issues & Jam Constraints:

  • Barely 5 dev evenings as a solo dev time VS 2 weeks and a team
  • Had to submit a buggy build due to area broadband outage 🤬 (I have proofs)
  • Card mechanic is missing!
  • Only a static room!
  • Waves are broken!
  • Missing narration!
  • Some UI is missing or unfinished (localized damage).
  • Animations and polish are missing and/or incomplete.
  • Last 30 seconds submission via mobile hotspot expect buggy jank!
  • No proper main menu (just jumps into the action).
  • Barely drafted an enemy with crude AI that sometimes pushes you out of the level. Jankiest thing I've ever submitted in my life. 

🔨 Post-Jam Plans:

  • De-Jankify
  • Refine AI behavior & enemy feedback.
  • Improve hit detection & sword feel.
  • Add proper UI & visual polish.

Made in barely 5 evenings for Pirate Software Game Jam 16. Despite the chaos, illness, outages the "game" (huge quotes) exists! Feel free to leave feedback. I know, it's in a terrible state.

Development log

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