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A jam submission

Tomb of the Scarab GodView game page

Indie tales game jam entry, a fast paced tower defense
Submitted by The Ravensridge Press (@RavensridgeCo) — 3 hours, 30 minutes before the deadline
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Tomb of the Scarab God's itch.io page

Results

CriteriaRankScore*Raw Score
Immersion (Gameplay & Storytelling Engagement)#1022.8583.500
Technical Excellence (Design & Engineering)#1412.5863.167
Aesthetic Flair (Graphics & Sound Presentation)#1442.9943.667
Overall#1492.6883.292
Relevance (Creative Expression of Theme)#1912.3132.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Made by One or Two People

yes this was made by just me / us

All Original Content

some assets existed prior

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Comments

Submitted

Interesting concept but I don't understand the theme conection. I'm so bad at the game :D but the button links are fun.

Submitted

this is so good! I'm really bad at tower defense style games, but it's definitely a fun and challenging little game. Great job!

Developer

Thanks for playing! I'm glad you liked it

Submitted

Awesome game, love the Ancient Egyptian look and music. The gameplay is really smart and a more active way to play a defense style game.  Great job!

Developer

Thanks so much! Appreciate the feedback :3

Submitted

As a game jam prototype, I find this one very interesting. You've nailed the aesthetic and systems to create a compelling tower-defense game. The sprite work and feedback of killing and collecting resources to spend on more traps are very well realized here.

I'm sure given time, more comprehensive tutorialization and communication of how the different elements work could be implemented. The game is fun,  but quite difficult to get a handle on until a few attempts. With complex games like this, where the player is micromanaging many elements, it's imperative to make sure that each individual option is clearly communicated.

A short "Build Phase" where I could get some information on what to expect so I could rewire traps, spend some resources, and prepare would be appreciated, both as a way to better control the difficulty curve, as well as allow for a bit more strategy to complement the on-the-fly rewiring that can happen when your traps are inevitably destroyed.

Overall great game!

Developer(+1)

Thank you for the comprehensive feedback, I really appreciate it! I definitely think if I had a bit more time, the tutorial would be the first thing I'd spend that time on, as it is indeed a but finicky to work out what's actually going on on the first or second playthrough. I think the build phase is a great idea, definitely something I should have implemented! Thanks for playing!