Swords and Souls

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Welcome to Soul Town! Design your Soul, train him and step into the Arena! Unlock new skills, buy new equipment and make your way to the top in this exciting RPG/Training game!
- 5 fun mini-games to improve your hero’s stats
- Over 30 Arena levels and Survival mode
- 44 enemies and bosses
- Tons of equipment, upgrades, skills, items and abilities
- A home to build and secrets to find
- A museum to invest in and complete

Mouse for most interactions (explained in-game)
Arrows/WASD and Mouse
1-6 = Use Skills
1-6 + Shift = Use Potions and Spells

===========UPDATE – GRIND FOR ETERNITY!============
- TURBO mode for training (unlocked at Level 70)
- Trade Ruby for XP in the Shop (after unlocking Survival)
- Checkpoints every 5 waves in the Survival
- Quit Survival saves your results
- Training missions continue for ever
- Training missions beyond 50 are more rewarding
- Glory earned in Survival gives XP boost
- Bigger cross hair in Accuracy Training

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A really fun, simple time-killer RPG! Sometimes it's nice to go back to these browser games that can give you a good time as much as a paid game!

I liked it!
Great job.

The good points:

This game does an excellent job of scaling costs for experience and items to keep it from being too much of a grind.

There are a variety of things to do and find outside of the arena. The training games and your home in particular were fun distractions.

The secrets were fun to look for, although I didn't get the references. (Except the whale, that's Hitchhiker's) The children were fun for a while, but a few were hidden with what I consider cheap tricks. One was in a room I checked multiple times but was grayed out to the point of invisibility.

Combat was simple, but had enough options to be interesting.

The bad points:

Wasn't a fan of the difficulty in training games. Luckily, mastering them wasn't integral to the main game so it didn't affect me much.

Ranged attacks don't scale as much as melee. In later levels the time wasted in ranged attacks wasn't worth the paltry damage dealt. They needed to be quicker or do more damage, and have a status effect on par with the stunning of the brutal skill (poison was weak).

The price jumps for consumables was a bit shocking. I suppose it was simpler to code than multiple tiers of item, but it was odd to be charged more for the same items based on how many arena foes were vanquished.

The biggest problem was a lack of explanations. Little information was available for many important aspects, and as a result it seems many people had no idea how things worked. This could have been solved with a help page for each area that explained things such as how xp is calculated or how costs are figured and what each option does. For instance, the training room gives a very basic description of each game, but it was simplified to the point of actually confusing people. Also, upgrading the room increases the effects of training, but what about the medals earned? Do they act as multipliers or is xp based solely on performance and room level?

Tips for other players:

Don't grind against old foes in the arena. You get more xp if you find a training game you're good at and work on it. You'll also get money faster that way by converting clovers earned training. (Max out Lucky as soon as possible.) Spend money on your house, it acts as a multiplier for xp and cash. Don't spend money upgrading the bank unless you're about to shut the game down for a few hours. Put most points in Strength and Block, and none in Accuracy. Max out Shield Bash, Brutal and Lucky as your first skills. Alternate training, buying upgrades, and advancing in the arena.

gets repetertive but still good

Credits & Info

4.57 / 5.00

Oct 18, 2015
1:03 PM EDT
Adventure - RPG
  • Frontpaged October 20, 2015
  • Daily Feature October 19, 2015
  • Weekly 3rd Place October 21, 2015