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A jam submission

Siege of Greyridge FortView game page

Submitted by CursedSoldier, dante_adams1317 — 3 hours, 36 minutes before the deadline
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Siege of Greyridge Fort's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#39802.5502.550
Overall#48042.2332.233
Creativity#48812.3502.350
Enjoyment#54141.8001.800

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Usually the player is tasked with attacking a dungeon/settlement, defeating all enemies inside, that spawn randomly, before reaching an objective. We spun the "Roles Reversed" theme by allowing the player to be the defenders this time, spawning AI to fight the oncoming invaders.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Submitted

It's a cool concept, and the pixel art is great, def reminiscent of the NES final fantasy and dragon quest sprites! I think the map too large and open in addition to the patrollers being very slow for the type of hunter-killer gameplay you are going for.  You might be better served having the enemies follow 1 or 2 paths similar to a typical tower defense. It's a neat game tho, good job!

Submitted

Awh unfortunately in my browser the enemy only shows up briefly before taking the flag.  The music is fitting for the setting though, and the premise is a good!

Submitted

Hmm! It seemed like a cool idea but I couldn't' get it to start. I would place a few units down and spend all my gold but nothing would happen after that.

Submitted

Really cool idea with spawning mobs to kill the player. The only issues I have are that I don't feel that there is that much strategy, like if you put your units close enough the player will die. There is also that the game feels really short, it's probably just my own bias, but I thought that there would be more players to kill. The last one probably just that it's a bit hard to see the things happening on the field. Yes, showing everything on screen at once makes it so that players can't loose unexpectedly but the trade-off is that now everything is really small. Cool concept, subpar execution.

Submitted (1 edit)

I adore the idea, but the implementation is rather lackluster. My units dont do anything, even if they see the enemy they dont engage. The only thing I got working was putting a knight directly on top of the enemy to kill them. I dont feel like theres any strategy involved.

Developer

Thanks for the feedback, glad you like the idea! The short timeframe kind of limited me in adding features such as proper combat engagements sadly, the enemies however do attack within their proximity and having a knight on the invader does close range damage whilst putting down the archer allows you to fire from afar. The main strategy right now is to send out patrollers to find the enemy and then intercept their path with knights/archers. Definitely lots of improvments to add but I am happy you gave it a go!

Submitted

Okay I think in that case the most important thing to add would be visual feedback. Right now they just awkwardly stand next to each other until one of them falls over :D But yeah I get the issue with the timeframe. What do you think how many hours did you spend on it in total?

And sure thing, it got recommended to me on the "needs review" page :) Would be honored if you checked out my game as well if you feel like it!

Submitted(+1)

I did not manage to actually play the game. All I could do is spawn units, but they did nothing and no enemies came. I love the premise you've outlined. And nice work on the presentation!

Developer(+1)

Thanks for the review! Glad you gave it a go, it was a lot of work. Sorry you didnt manage to play it. I should have added a tutorial. The main premise is placing down far seeing units (like the patrollers or archers) and then taking the enemy out once you can see them (the knight is a good one to place on the enemies path).

Submitted(+1)

A fun concept; very reminiscent of good old Capture the Flag. I found myself baffled by the invisible (not yet spotted) enemy at first. Maybe have a fog-of-war type of thing so only placed units allow you to see into the map and the player. 

Developer

Thank you, glad you enjoyed it and managed to figure it out without a tutorial as the game can be confusing. Fog of war is a great idea, might give the game a more legitimate feel. Happy jamming!

Submitted

I like the idea and the sprites :) needs a bit more pace, also I think the "player" went invisible when it went past one of my units

Developer

Thank you! Yeah definitely had some plans but 48 hours was tough. Aim was to have the "player" invisible so you need to find them with the far seeing units but some field of views would have helped. Happy jamming!

Submitted

I placed some units, but im not sure whats going on.

Developer(+1)

Main premise of the game is to put down units around the perimeter (best one is the patrolling one) to find the enemy and then put archers or knights on their path to stop them. Wish I had more time to add a tutorial bit as it is quite confusing. Thanks for trying it out!

Submitted

Sounds like a fun idea, but I don't really know how to make it work tbh. Was able to buy units and place them, but saw no enemies there. Somehow my gold still kept on increasing by 100g from time to time

Developer(+1)

Thanks! Yeah the game could have really done with a quick tutorial. Main premise is putting down units so first spot the enemy coming (its random where they spawn) and then intercept their path with archers or knights. Appreciate you gave it a go!