The future of Ace of Swords


[Sorry for my English not being perfect, my primary language is Spanish]

So, this is the first game I made that I am 100% comfortable with and proud of.

Ace of Swords is the most polished game I released yet and by far the one I felt most confident sharing with people. What's more, it wasn't only me: It won the Game Jam I made it for, and most of my friends seemed to enjoy it to the point that I would tell them to stop playing once I had seen them for more than half an hour and they would keep playing just because they liked it and wanted to get better at it. A lot of people in here also seemed to get somewhat pulled by the game because it started getting comments asking for a bigger version or calling Ace of Swords for it's potential. Since publishing it I also started thinking about how a deckbuilding roguelike with this gameplay loop could look like. And I want to make it.

However, as I said, this is the first game I made that I am 100% comfortable with and proud of. I would like to make something new that makes me feel like this again. I'd prefer to be someone with a lot of small projects and a couple bigger ones than someone with only big scale videogames that keep expanding forever. So Ace of Swords will get a bigger, better version; but it will probably start to take form in a couple of months. Right now I have a lot of pending work and some projects I'd like to make before revisiting this. When I do revisit this it'll probably be a brand new game that keeps the main gameplay loop but expands in a Slay the Spire deck-builder encounter selection kinda way, with a lot of directions to build towards and some creative cards. I already have some ideas I'd love to explore with this design structure, and I'm positive I will come back to them sometime in the future.

In the meanwhile though, If you enjoyed the game I'd really appreciate it if you rated it so that it gets more traction. It already exceeded any expectations I could have had about it but since pretty much everyone that played it seemed to like it I'd wish for it to reach the biggest audience it can.

The 3 hours spent developing the game for the Jam and the ~10 hours polishing it afterwards gave me the best experience I had as a game dev yet, and that's all thanks to you, and I couldn't be more grateful for it.

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