Sword in Hand: Success

Thousands of years ago, in the midst of the Age of Heroes, a powerful magic sword was crafted. Forged from sky-iron it was named “The Freyblade”.

It gained increasing notoriety as it passed from hero to hero and warlord to warlord. Eventually, it, or should we say, you, gained self-awareness. As your powers awakened, you soon found you could easily overpower the will of any who wielded you.

Still, being a sword, your own goals lacked any overarching purpose. You contented yourself with serving king after king, happily joining any cause that let you see action.

Your last owner met its fate in the depths of a particularly deep dungeon. After a hundred year rest in its skeletal grip, you have been found and once more provided a body to control.

King Viola, it seems, has a problem. He and his foe, King Crimson, are set to wage a battle to the death. However a quick glance at the strategic situation shows the battle will be swift and glorious: for King Crimson!

So you have been awakened to do what you do best.

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5 thoughts on “Sword in Hand: Success”

  1. Very nice feel and presentation, as one would expect from the famous Mr. Lait.

    The blood/sword thing was a little difficult to get my head round at first.

    With equipment and gold not being used though it seemed a bit weird to put it on the floor then give you a status message every time you went over it that you “aren’t interested in anything as mundane as a “. It seemed like you were screaming “This game is different!” at me all the time.

    I’m just a bit more sensitive than I might be because I really like stats and equipment in roguelikes. I like the sense of progression that finding better equipment gives me or collecting more gold than last time even. Even better if I can spend that gold in shops!

    So, I appreciate that you’re trying to do something different, but I think it’s no reason to throw out everything that characterizes roguelikes.

    I mean it’s a fine line isn’t it? The more “boring, tired” mechanics you get rid of, the further one diverges from what makes a roguelike a roguelike. Yes, in this game you still have the random dungeons and the ascii graphics, but roguelikes exist without both those things too.

    Bah, I’m rambling. I should organize my thoughts on a blog or something!

    Anyway, good game.

  2. Thank you very much for the warm wishes.

    I wanted the gold and equipment to be on the floor to dress up the rooms. Things seem very bland and boring without some trash items around. I think I see what you mean about the spamming of mundanity getting on your nerves. I just didn’t want the players wasting too much time trying to find items when that wasn’t necessary.

    If it helps, try to read those messages from the viewpoint of being an artifact sword. Ego weapons are notoriously jealous of other items.

    I had to get rid of the item collection mechanics or you wouldn’t have needed to figure out the blood mechanics. You would have just focused on trying to get better items rather than figure out how to use your attacks properly. Getting rid of unused mechanics is a signal to the player to look at the important mechanics.

  3. It was slightly irritating that you could drop the clothes the host was wearing, but not pick up new ones. Running around naked didn’t seem to impose any disadvantage. 😆

    The display of the blood on the sword was a bit off. I didn’t realize that fighting without using any special abilities also used some. The other display was clearer but not as nice to watch.

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