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A jam submission

Twilight FortressView game page

Classical pixel art game metroidvania
Submitted by Komrod, Delkaes — 1 hour, 32 minutes before the deadline
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Play Twilight Fortress game

Twilight Fortress's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#14.4624.462
Sensory#14.6154.615
Overall#14.3384.338
Execution#24.3854.385
Metroidvania#44.3084.308
Relevance to the theme picked#63.9233.923

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme chosen
Classic

Team/Developer
Komrod and Delkaes

Engine
Unity

External assets
PixelCrown Movement and Managers pack, Sounds from Freesound.org, font from Half Bold by Pixel-7, musics: A. Cooper - Last Track, A. Cooper - Nineteenth Track, sawsquarenoise - Boss Theme, ambient sounds from Udio.com

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Comments

Developer

Thank you everyone for this amazing game jam! We're honored to win and grateful to all participants. As a metroidvania fan, this was incredibly fun and educational. We learned so much about game design and development. Personnally I will participate another jam in the futur. Right now, I will fix some errors in this game and republish it in a few weeks. Thank you again

Developer

Wow, i'll thank all the dev who tried the game. Its only few points ahead so i can say for me (and surely for Komrod) that echo spark and Lxd are number 1 with us.

We plan to update the game next month, Hope a bit more polished.

It was our first gamejam, maybe we will participate on a new one if i get more time.

Submitted(+2)

Congratulations on the win! Didn't get to check this out during the jam, but now feels like a good time to. Really love the presentation here, the graphics and music are solid (especially love the background) and the reverse Ghosts & Goblins into was very charming. The main problem I experienced was the character's movement, which is a bit too slippery for my taste. Especially on moving platforms. Still, overall an enjoyable "classic" experience, great work you two!

Jam Judge(+2)

Enjoyment 4/5: Short but sweet. The boss run at the end was a little annoying but doable.

Execution: 3/5: These jump physics though, they are a bit janky.

Sensory: 4/5: Gets the job done. The visuals bring this up from a 3 to a 4.

Metroidvania: 5/5: There were a lot of mobility abilities.

Theme Relevance Classic: 4/5: Pretty classic over here, right down to the excuse plot.

Submitted (1 edit) (+2)

Well damn, that was a good time. I was hooked from the opening sequence. The references, the humor, the art, the music - it all works. The attack felt good to use, the feedback was good, I found hidden area with chicken and a very suspicious throne. I even beat a very difficult boss. All in all I had a very good time.

Some feedback:

- I think this game definitely could have benefited from a map. I'll say that I was never lost, but I was also sort of just navigating on impulse - I never really had a clear goal, I'd just find something and then run around looking for the next thing. I think placing the "final climb" behind a hidden wall on the complete opposite side of the high jump boots didn't feel super great, especially since I felt like I got the dash from over there already anyway and there wasn't really anything to draw me back in that direction.

- The final boss was... its attacks were hard to dodge in what I would deem a legitimate fashion. I just stood in on the cheese ledge and shot arrows at it while using the wall to dodge its projectiles. That said, I appreciated the noises it would make when it took damage cause I could definitely tell where I needed to standto hit it even though it was mostly off-screen.

- I never really got the hang of the character's momentum. She felt very slid-y, especially when trying to navigate on small moving platforms, hit shield enemies from behind, or landing back on the final boss's cheese platform after jumping from the wall. Her hit box was also never super clear to me, it felt a fairly bigger than her character sprite (or the enemy boxes were bigger than theirs).

But yeah, I mean I had a really good time playing this game. The health upgrades felt plentiful, the chicken drops were fast and loose, and the maze of rooms was generally fun to navigate even if at times I had no real clue where I was or where I was going. I'd love to see more of a game like this. Great job!

(2 edits) (+1)

Ok as I said, I think this is my favorite overall game in the Jam. It has everything a classic Metroidvania needs. With the classic role reversal of "Twilight Princess" from the Zelda series. The intro cut is perfect and funny with the nice parallax of the mountains. The humor is great. The menu is pure and simple no over-complicating options and such. The music/sfx are mixed well. The fine details of all the barrels/bottles/chain/death effects/room design are just that above and beyond atmosphere of a great game....I am a little curious to ask if two people really made this level design in one-month with all the mechanics and such working as well as they do...but I'll accept it even if there was some pre-work into this jam. 

The building mechanics that are hidden in the chests, the increasing difficulties as you find the mechanics, the distinct details of the room, the vastness of the map....I didn't obtain a map...but there may be one hidden....if its anything like the Zelda series..... Overall I am sticking with my perfect score for this entry and will come back and try to find where this ends..... but I did get like 5 major upgrades I think, a heart container.... and discover what I think was nearly 70% of the map?? But I don't know....will keep playing .....

Things it could have...

Save point(s)

Chest upgrade - Map

Developer (2 edits) (+1)

Hello, yes it seems impossible, but Komrod worked really hard compared to me. I made maybe 10% of this game because my work don't let me too much time. So i made a part of tiles, decoration and some mob/player animation. For the coding part you can ask Komrod how he manage to do this with this short time. 

We preworked before the jam to find ideas, what genre/style. Downloading reference ( does anybody see the Dracula's by Coppola pixels on our map ?). We made an gamedesign doc where we throw ideas. 

I'am already working on small cinematics (think another world/flashback and freashly Lunark).  We know it needs a map, some checkpoints and other features.

If someone know how i can vote for games submited, cause only komrod can do it since he put the game with his account.

Ha and sorry for my english/grammar, we are french baguette croissants  and i don't use any translator ^^

On your itch account you have to go here

(+1)

the section that says Contributers and have him add/invite your itch account

One of the crazy details no one ever explains when you do game-jams and is kind of important when you work with team of 3-5 or whatever. lol they should make this way more obvious

(1 edit)

its under the dropdown menu labeled "More" on the far right of the games edit dashboard

Did my comments help your team? Where you able to get that working?

Developer

Only Komrod can do this, i'll let him a message on discord. Thx for pointing the solution o/

Submitted(+2)

This game is amazing! I loved the graphics, the music, and every sound effect. Presentation is awesome. And the lighting effects look really cool. The final boss is brutal. The moment you hit it and start the fight is epic.
I didn't get to beat it though. Having to walk the path all over again when killed is too punishing. But what I got to see the four tries to fight it,  The attacks effects are awesome, and the combination of attacks really took me by surprise. Really awesome fight.

The unlockable skills are cool as well, and traversing the map is fast and controls are very responsive. The combat was very fun and the amount of enemies that spawned health on defeat kept me going at around 1-2 health, so the challenge was real. Congratulations, really good game :)

Submitted (1 edit) (+1)

I like the humorous story setup to this game. The addition of physics in this game really boosts the interactivity up a notch. There is a good variety to the enemies & levels. My main gripe is the floaty/slidey controls, which were most obvious during the final boss fight. The combination of slidey character and contact damage on the boss didn't feel right.  I also dislike the lack of checkpoints & a map, but that could be argued as "classic" castlevania features. Great entry overall.

Submitted(+2)

Fantastic game, expertly decorated levels, great combat, sound effects were clear in their meaning. Great job all around. 

Submitted(+1)

Incredible game with perfect graphics. If you add more areas, save points, and maybe a map, i get lost a little bit. It could be a valid commercial game.

Developer(+1)

Thanks! The map is another feature we didn't manage to include. Once the voting period ends, I'll likely finalize the map, spawn points, and adjust the difficulty.

(+1)

you should add the map as an updgrade like in a chest...like the original zelda series

Submitted(+1)

Well done! The controls are slippery at times but it's a well made game all in all :)

Submitted(+2)

This game's feedback is impeccable, hitting things and getting hit feel REALLY impactful. The presentation in terms of audio and visual cohesion is phenomenal, and the way the metroidvania elements are contextualized with the game's setup is really fun and creative. That little animation of the main character wearing a headband in the beginning of the game was such an awesome touch. I think the thing keeping this from being an earnestly perfect entry is how slippery the controls are, and the very brief but noticeable lag between inputs and action, especially when it comes to swinging your sword. I also feel like the game is too punishing in terms of how much progress you lose when you die.

But despite all that off of the strength of the feedback and presentation alone, this an incredibly strong entry for this Jam

Developer(+1)

Thank you for the feedback. We had to discard many ideas to make it in time, so we couldn't implement spawn points. I wonder if anyone is going to make it to the boss ^_^

Submitted(+2)

This was really cool! The art was neat and the controls, despite being somewhat slippery in the air, were pretty nice.

Submitted

How do you go through semi-solids? I keep getting soft-locked by the bell.

Developer

You are going through a wall and get stuck ? where exactly ?

Submitted

I don't understand how to get out of this area.

Developer(+1)

Hello, you just need to put the control down and press the jump button. Hope it helps 🤟

Developer

Thank you for the screenshot
This mechanic is standard so we did not think to explain it, may be we should have.
Press down and jump to go throught wood platforms. I will post about the mechanics of the game in another comment.

Submitted(+1)

Now that you say down and jump that makes a lot more sense with the animation you included. However, I am used to playing games where going through the platform is just pressing the down button but honestly, I can see how adding the jump button can prevent you from going through the platform unintentionally. Thanks for bearing with me while I tried to figure this out!

Developer

There is a bug with the chest, it sometimes does not open. Only happened once to me. Sorry about that.

There are many secrets to find and the boss is pretty hard, hang in there <3
Thank you for the nice feedbacks!

Submitted(+2)

Clearly tons and tons of effort went into this, the areas are varied and well decorated - putting mine to shame! The movement felt a little hard to control and slippery. I found there were tons of ways I could go at any given time, which felt a little hard to keep track of and navigate. Starting back at the first room each death was a bit annoying, but keeping all my powerups and the frequent healing available helped (I need to git gud I suppose!)

(+2)

110% Loved it, great art, movement, style, funny, action/mechanic everything great job hard to say anything against this.... 5/5 Only room for improvement is her friction/slide is a little slippery....but made for some fun random slips into enemy battle.... I want to come back and play this more and more so far.... and I will again when I get through more games. I stopped short only because I loved it so much and will come and play it again just because.!

If you have time to rate/comment on our submission I would be happy to make a playthrough and/or more detailed review of this game! This was one of my favorites still so far!

Submitted(+2)

Incredible style! Well done, this was great to play!

Developer

Time to sleep now X))