Welcome to Axe and Arrow 

Welcome to Axe and Arrow! A survivor type game that focuses on managing the balance between light and dark!  Stay alive as long as you can and use the upgrades at the end of waves to give you performance bumps!

Axe and Arrow was made with ExcaliburJS.

Controls

PC/Keyboard Controls

WASD/Arrow Keys for movement, Spacebar switches players

Mobile/Touchscreen controls:  

Touch and drag 'joystick' for movement,  touch and hold to swap players

Objective

Survive the waves of enemies, and rack up a high score!

Bonuses are applied for playing balanced weighting between the Bow Player and the Axe Player.  

Switch between them to keep the game balanced and see how many bonus points can be earned!

At the end of a wave you will get a chance to upgrade features on your players, including health, speed, and weapons!  You can upgrade each aspect twice.

Balance

The game is about balancing light vs dark.  The balance bar meter at bottom of screen represents your real time balance between the light and dark.


The Axe Player represents a darkness affinity.  The Axe Player is slower and has limited range, but and has more health and swings more frequently.

The Bow Player represents a light affinity.  The Bow Player is faster of foot, and has longer range, but is weaker in health and fires less frequent.

It's all about balance! ;)

There are dark enemies and light enemies.


When the Axe Player is active, the dark enemies will drop souls, but when the Bow Player is active, the light enemies will drop blessings.  This can be an incentive for switching between the two sides to manage balance.

Darkness attacking Light gets a bonus, and Light attacking Dark as well.

At the end of a wave of enemies, you get bonus points for managing the balance between Light and Dark represented by the Balance Bar UI on the bottom of the screen.

If your balance gets off enough, you will receive a warning from the game that you need to adjust.


Balance is controlled by 3 things:

  1. Active Player Kills
  2. Picking up drops (blessings or souls)
  3. Affinity Bonus 

Github Repo: Link

StatusReleased
PlatformsHTML5
Rating
Rated 3.0 out of 5 stars
(1 total ratings)
AuthorsMookie, Drew Conley, Glenn LaBarre
GenreSurvival
Tags2D, Fast-Paced, Hack and Slash, Indie, No AI, Pixel Art, Roguelike, Singleplayer, Touch-Friendly

Comments

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Good luck on your GameDev journey!

I’m playing on mobile, and couldn’t figure out how to switch until reading the game description. Also the movement seems to be based on where you are currently touching based on the spot on the map you originally touched, so you keep going basically the same direction until you let go. Fun game.

Thank you very much for the feedback.  I definitely see where a bit more time on the touch controls could help!

(+1)

interesting concept! I like the art style and the game seems pretty polished!
Maybe it would be cooler if when one of the two is active the other is inactive?
Also mabye a clearer representation of enemies, like light ones are all or mostly white, while dark enemies are all or mostly black

Thank you for your suggestions and feedback!  Could absolutely lean into the light and dark tinting of the enemies.  With some more time we probably could add variety of enemies that could help distinguish their affinity a bit more clearly!

(+1)

Sure! In fact it was not clear at first, I only understood the resistances after reading the description, so definitely a tutorial could help, but yeah I think visuals are better (show don't tell).
maybe with damage labels showing damage done and critical/effectiveness of a different color

We discussed a tutorial, but since it was a game jam we didn't actually budget enough time for an in-game tutorial.  If we continue to develop this project, that's something we definitely would consider.

Just visuals are enough in my opinion, would probably take less time as well eheh