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Castle Conquerors's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #71 | 2.840 | 3.667 |
Enjoyment | #73 | 2.453 | 3.167 |
Overall | #86 | 2.259 | 2.917 |
Presentation | #95 | 1.936 | 2.500 |
Use of the Limitation | #98 | 1.807 | 2.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Joshua "polygonalcube" Walcott
Software used
Godot 4.0.2, Blender 3.5.1, Inkscape 1.2
Use of the limitation
The play arena is constructed in a grid-like fashion. Coins spawn in the middle of the squares. Attempts to give (some) of the characters grid-based movement were thwarted by time.
Cookies eaten
3-6 Oatmeal Cranberry Walnut Cookies
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Comments
Fun gameplay loop, like an abstract moba w/o the combat. Felt like a genius when i started bodyblocking the CPU to get them shot by the tower. Also seems like a perfect game for adding multiplayer, which is actually pretty easy to do in current Godot if that interests you (there's an article about it on the engine website and some solid youtube tutorials)
For jam purposes, multiplayer is something I said nope to immediately, but I'd be interested in returning to a project like this and adding some multiplayer. Could make for a good online multiplayer test (not sure if that's what you meant from the get-go).
Regarding strats such as bodyblocking the CPU, that's exactly what I wanted to push players to do: use superior intelligence to beat an otherwise superior opponent.
Cool game, it does feel hard at first but it gets a lot easier when you figure out the best strat. The music is great too
You can thank Pixabay for the music!
loved the game!! the player movement is very good!
Thank you! I wanted the player to have quick acceleration and decel without it being instant.
really fun but with the AI being faster than you it feels a little unfair
Understandable. When the opponent was the same speed as the player, it was very easy, so the speed buff was meant to balance things out.
cool game and the fact that its CONTROLLER INTEGRATED! next time i would lower the difficulty of the ai, but besides that, cool game!
Thank you so much!
The increase in COM difficulty was a response to the fact that I had trouble making an intelligent computer opponent, so I decided to give the COM some stat buffs. Brain (player) vs brawn (COM). While it is possible to beat the buffed opponent, I'll admit to the buffs being overtuned. If I were to update this, I would probably add a difficulty select.