
Hexblade 2
Game made for Pirate Software - Game Jam 16.
ATTENTION!
This game is a prototype in development for a sequel to HEXBLADE. It has bugs, unfinished art, and placeholders, but it's still fun. Play it and leave comments and suggestions.
CONTROLS:
KEYBOARD
- MOVE/CROUCH: Arrow Keys
- ATTACK: X
- JUMP: Z (Hold for a higher jump)
- PAUSE: Enter
JOYSTICK
- MOVE: D-Pad/Left Stick
- ATTACK: X
- JUMP: A (Hold for a higher jump)
- PAUSE: START
HOLD ONTO THE WALL: Reach the special block and hold the directional pad towards it. To jump, press the jump button and then point it in the direction you want to go.
Game by Róger Goulart
Music by xDeviruchi



Comments
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first I thought 2025 in this format is some kind of far future game setting, until realized it is now. Then it took time to realize orangeish landscape and burning creatures probably means it's hell, again, pretty hard to be surprised, given how dystopian everything looking today xD
My only gripe was that I couldn't duck while walking or slide (movement while crouching). I get not having a sliding crouch in a game like this, but I think it would be useful if I didn't have to release all movement buttons to crouch in place. Besides that this is a wonderful game
also , if you get knocked off the blue platform ( which easily happens ) you cant get back on so its insta death
after beating the 2nd boss and saving at the checkpoint - when respawning , i have to beat the boss again ... is that fair ?
the artwork is really cool. it would be nice if the enemy's had knock back after getting hit but I think that the game has potential.
The thumbnail gave me Super House of Dead Ninjas vibes and it looks like I wasn't wrong. Overall really fun game, good graphics, sound effects and well designed, but I have two points of criticism:
- The checkpoints should be along the way, instead of in a separate room off to the side. This way players might accidentally miss a checkpoint without realizing, or start going the wrong way, because the checkpoint room is a sideshoot in an otherwise linear level design
- The final boss takes longer than expected, mainly because there's a long phase where you can't hurt him, but my bigger issue is that the flames and explosion that appears when you kill a tentacle obscures any new tentacles that might appear in the same place. I also wasn't sure whether killing the tentacles hurts the boss, or if I should just keep hitting it directly.
Otherwise really fun game, good job!
This game's really fun. Attacking enemies is satisfying. Took me a minute to figure out I can latch onto the gray walls though. I was stuck for a while.
Wow that was awesome , have a dash powerup and I think this is good to go
Thanx a lot! I put a dash in, but I had to take it out because it wasn't the way I wanted it. I'll implement it after the jam.
very nice visuals #peak
I'm glad you like it! :)
Beautiful art and an awesome first level. I'm excited to see where it goes from here!
Thank you! :D
I’ve been waiting 😈
Thanx! \o/