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ShadeCastle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1561 | 3.230 | 3.230 |
Overall | #1895 | 3.290 | 3.290 |
Creativity | #2147 | 3.361 | 3.361 |
Presentation | #2153 | 3.279 | 3.279 |
Ranked from 61 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?
The game's a top down shooter, but you are the enemy RTS style.
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
Good game with amazing art, but it really felt kind of arbitrary once the intruder finally died, since I had been spamming hundreds of units for quite a while a that point.
Good concept well executed! I like all the different shadow creatures and I liked that there were different strategies to fend off the attacker. Great job!
Pretty hard, but good concept and executed well. It was a little annoying when the player would be hidden behind the UI, though
It's too difficult it took me a lot of tries to win a game, another thing to be mentioned that the game need to be polished with some effects like particles. But overall good idea and good implementation .
I also liked the art very much, but you might add lights to those fires around the scene.
Lights were part of the original plan, but I didn't have time to set up a different render pipeline. Particles would've been really cool though, I didn't think of that! Thanks for the feedback!
As someone else mentioned, you did a great job of making the 'player' seem overpowered while still being fair. Fun gameplay, nice, simple art and fitting music for the vibe. Great job!
(Consider checking out my submission, Duck Run! It's a spin on the classic Duck Hunt game)
Wow! Actually one of the few games that face you against the overpowered player without feeling too overwhelmed. The intruder runs fast and has ranged attacks, but the variety of monsters and the fountain/gate tandem made it quite fun! Watching him run from my endless army was super interesting, and the game was pretty tied until the very end. Great result overall, amazing work!
Pretty fun! While there isn't much to do after you've killed the "player", I had fun amassing enemies and overwhelming them. Player and enemies are a bit slow, but the game isn't too difficult once you've built enough dark fountains so it isn't much of an annoyance.
this is really well developed for a jam game. enough unit variety, ai that doesn't feel too dumb.. it was pretty hard for me to play and it didn't feel like it was just because the enemy's damage value/health is too high or something. of course you can figure out ways to break the intended way of playing the game and make it super easy for yourself, but that's no fun
the big tutorial dump felt a bit intimidating, sure, but there isn't really all that much to learn before you start playing, so it's just a first impression kind of problem. it's not really that bad imo :)
my only real "problem" is that the current color scheme makes it a bit hard for me to tell things apart and easily understand what's going on
Great game! Would love to see this developed further! Had a lot of fun making more shadow than I could spend!
The balancing is a quite off so it's very easy to snowball into practically infinite resource. I'm happy that you enjoyed it though! :)
Playable, very nice !!! Was fun
Aw man, this is actually a great game. Both visually and how it played. I had a blast! Great job! :) Not too easy either. I like what you did in terms of AI. For two days, this is amazing! Well done! All I can really nitpick about it, is that the checkmark and cross when placing a tower aren't too visible. Might want to give them a slight background or something, and/or put them under the tower you are placing, so they appear where the player is looking. Missed them the first time around! However, that's really a minor thing!
Edit: Also, maybe up the contrast a little between the text and background of your itch.io page? It's kind of hard to read :)
Thanks for the feedback! I'll fix the itch.io page right away.
Dude, seriously good job. The AI is brilliant! My favourite game of the jam so far! Took me 8 mins on my second attempt to beat it. Great job!
The difficulty curve is good, although the player gets so fast, maybe it'd be better if he can only go as fast as the fastest enemy unit. Also I like the mouse movement to control the screen, although it should not wait for my mouse to be at the edge, just when near the edge :)
Thanks for playing and for the feedback!
cool game and cool concept reminds me of an arcade game
Cool game. I think it would be more fun with multiple enemies but then it doesn't fit the them so well
Really interesting game mechanic. Love it!
Well made game. Seems a bit tough as the human takes very little damage, but otherwise very cool!
Well made game.
Fun Game, But How Do I Damage The Human??
Well the idea was that you have to surround him, instead of attacking from one direction. It is trickier to pull of though than I wanted it to be.
If you make a tutorial, don't put all the text on the screen at once. You can put dark fountains in the corners of the map and since the enemy is too slow at destroying them, you can keep building more stonks. Eventually I got to a point where half the map was covered in dark fountains and I had so much shadow essence that I could spam click the strongest summons.
Thanks for the feedback!
Really fun concept. Took me a couple of attempts to beat. In my opinion the early part is a little too difficult if the AI decides to ignore to the enemies and destroys the fountain and the later parts are too easy - once you get the 2nd, 3rd fountain its GG since you can spam like a 100 of them next to your 1 shade gate and its enough to keep them alive :D
I think a good idea would be to incentivize building fountains further apart so you would need to defend multiple bases by switching between the gates.
Yeah, the game clearly has severe balancing issues, that I didn't really had time to adress, because I really only started torough playtesting a few hours before the deadline (Also I'm not the greatest at game design).
I never thought of that idea, it would've made the game much better.
Thanks for the feedback!