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A jam submission

Rise of the Tomb LordsView game page

Shackled for a thousand years. Gather power and rise again.
Submitted by PIllBugGames (@PillBugGames) — 1 hour, 14 minutes before the deadline
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Rise of the Tomb Lords's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#34.0004.000
Presentation#43.6673.667
Gameplay#53.0003.000

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • I'm glad I got to see JB play this because holy cow my mouse was not having it. I had so much trouble moving and attacking -- I off'ed myself 3 times before finally getting one of those minifig dudes killed. I don't know if JB was playing with a controller or not but this game just just be unplayable with a mouse. I liked what I saw of the gameplay - it reminded me a lot of the 1980's arcade game Zaxxon with it's diagonal style environment. The gameplay rating is based on me with a mouse which may just be unfair.
  • Really cool concept, I loved it. Great usage of theme. Steller Job! Feedback:

Description of Game
An aRPG where rather than collect and upgrade equipment, you struggle to remove them, to be free of your shackles and bonds.

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Comments

Submitted(+2)

Hey there, I wanted to share my thoughts on your game. Overall, I had a great time playing it. The click controls were a unique touch that I enjoyed. However, I did encounter some frustrations, particularly when my character moved instead of attacking or reversing. It felt like there was some fumbling involved, especially when I was trying to cast abilities on cooldown.

I did discover that kiting the mobs to a corner and taking them out there made things quite a bit easier. Also, I think moving the keys one row up might help improve the controls.

One aspect I really liked was the secret areas that added to your stats. It added a fun element of discovery and progression to the game.

While I appreciate the isometric controls, I think there's room for improvement in terms of the overall feel. I could see you adding in some skill shots or a more refined area indictor. Additionally, having some sort of mini-map or life indication for the bosses would be a helpful addition.

Your level and ability design was top-notch, and I could see the effort put into the game. With a few tweaks and refinements, I believe it could become an even more enjoyable experience. Great job overall!

Developer(+1)

I'm really glad you enjoyed the game! Thanks for all of your feedback. I could definitely see a skill shot being a great addition to the game. I will need to improve the tutorial to include teaching right click as a "stand still and shoot" option.

Submitted(+1)

Great job with the concept! ðŸ˜Š I really enjoyed how each skill serves a unique purpose and remains valuable as you progress through the game. The concept of "removing equipment" to regain your power is fantastic.

The mind control ability was really cool. it added a really cool dimension to the gameplay. The balance of the boss battles was spot on as well.

I didn't liked the controls however. I understand that the intention is to create a Diablo-like action RPG. However, due to the absence of a melee attack and how vulnerale the demon is, I personally would have preferred a control scheme akin to a twin stick shooter (WASD + mouse). This would have allowed for more fluid movement while attacking and retreating.

Developer(+1)

Thanks for the feedback Zizaco! That's a great point about the controls and fluidity of movement, I'll think about how to add different control schemes like using WASD for movement.