new demo!!


hey!!!

i've put a new demo out, 'cause it's been nearly a year since the last one, and that one SUCKED!!!

what i mean to say is that this one's way better. i've fixed a lot of bugs, generally reworked a lot of stuff, added whole new systems, and such. i'll run down the big changes:

FOUR PLAYER!!

yep! four player is IN. the way it works is you fight two simultaneous battles, and then the winners seamlessly fight each other. it was designed so if you have a big group you can have more people playing at once.

AI!!!

it's by no means done, but you can fight a basic AI system now. it works in four player too! on the controller assign screen, once you assign your own controllers you can hit START to fill all empty slots with AI players, which will randomly pick a character and fight. this means you can play singleplayer if you want!

SUPER METER REVISIONS!!!

you can now throw out raw supers! if you have half meter, you can just hit RB or kick + parry and you'll do a super. this gives you a strong move to work with in neutral that you won't have access to all the time. also when you land a parry you get passive meter gain for a short while. it's something like half a free bar over a few seconds, pretty strong! reversal parries and bird cancels now only take a quarter of a meter to do, so you can use them more frequently.

COUNTER HIT MECHANICS!!!

i doubled everyone's health, but now if you land a well-placed counter hit you'll do double damage. pretty simple! it makes the game less punishing but keeps it volatile. characters like very strongsmin can still one-hit, but it takes a bit more gumption to do now.

LOVELY ANGELMIN REWORK!!!

amongst the other characters i've been working on, lovely angelmin has had a big rework from his last demo appearance. in that one he was just a funny looking swordmin, which was lame. now he has his own moveset that functions around ducking out of danger and landing counter hits.

GENERAL GAMEPLAY STABILITY!!!

i've fixed the cancel system being completely busted, i've fixed the weird hitstun glitch that would freeze up characters until they were hit again, i've fixed controllers binding to multiple characters, and that's just the big three! several other minor bugs have been squished, but i'm sure there's more to be found. please let me know if you find any!

a lovely word from me

gosh darn. this is the longest i've ever worked on a game project, by far! if you've been wondering what i've been doing, i post updates to my twitter pretty regularly. at least once or twice every couple of weeks. it's been super rewarding to get more in touch with the indie FGC through it, and i honestly didn't expect to have taken this project this far at all, but the reception to my little game has been super encouraging! i've got some pretty big plans for it. once i can get arcade mode done, get some music tracks made, add a couple more characters and stages, it'll be ready for release! and that's gonna be crazy. i've been talking to my uncle who makes arcade cabinets as a side hustle, and we might be able to make a proper cabinet for swordmin'z dream, which i can then choogle about to events and such. other than that i'm thinking about a steam release, but that shouldn't change much, 'cause the game is going to be free anyway. i just want people to enjoy it!

anyway, it's been great so far, and hopefully it won't be too long before the next update.

peace!

Files

webGL Demo2.zip Play in browser
Nov 02, 2022
Swordmin'z Dream Demo 2.zip 48 MB
Nov 02, 2022

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