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A jam submission

Plight of the Skeleton LordView game page

Made for GMTK Game Jam 2023
Submitted by TheJuniorBirdman — 6 hours, 54 minutes before the deadline
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Plight of the Skeleton Lord's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#10483.4353.435
Overall#21553.2033.203
Creativity#27123.1743.174
Presentation#27583.0003.000

Ranked from 23 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?
You take on the role of the dungeon boss, and have to fight off the many adventurers seeking to slay you for fame and fortune. You start with all your powers unlocked, but as you gain levels your foes become stronger and you become weaker.

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

No

We used pre-existing art

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 (1 edit) (+1)

Oh gnarly, as a high score centric game this is clever. I love the idea of risking your run to get a higher score. Awesome work!

Submitted(+1)

I like the take on getting weaker over time. Great way to put it in a different direction.

Submitted(+1)

Really cool concept and game. It's a great reversal of the typical difficulty curve, I like it.

Submitted(+1)

It seems we had quite similar ideas xD But I like how you handled the concept, it's much more continuous than our version, and also forcing you to collect the drops from the enemies adds extra gameplay that ours doesn't have. Very good job!

Submitted(+1)

Very interesting take. I also liked that there was some form of enemy variety, which you don't often see in game jam games. When the UI popped up I found myself sometimes accidentally clicking on an option already without reading it first, because you are constantly clicking to shoot arrows. But overall it was a good play though. Solid submission. Good job!

Submitted(+1)

This was an interesting take, doing harder things for higher scores is in basically every game, but doing it in a survivor's style buff (or I guess debuff) system was unique and refreshing. It also allowed for some neat strategies.

I found that if you lowered the speed of your arrows, you could fire them and then move in front of them. Since the map is so big you can travel from corner to corner constantly firing in a diagonal line which you travel along, making a sort of arrow force field. Any enemy that comes at you will run into the force field and immediately die. It was so game breaking but I love how the mechanics allow for experimentation like this. Even if a bit rough around the edges, this was a solid entry.

Submitted(+1)

Deciding how to nerf yourself for more score is very clever, and a balancing technique that I wish more games would explore. Blind Drunk, in particular, was hilarious. The music choice and the cute models were very cool. Would love to see this idea developed further :)

Submitted(+1)

Good job! Nice concept! :)

Submitted(+1)

Damn I've rarely seen a game where you can choose your own downgrades. Becoming weaker as your enemies get stronger is a perfect fit for the theme.

Submitted(+1)

shoot the good guys

Submitted(+1)

Great graphics and love the power ups (or are they power downs?!).