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Portal Defenders's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #22 | 3.000 | 3.000 |
| Presentation | #24 | 3.154 | 3.154 |
| Overall | #29 | 3.000 | 3.000 |
| Concept | #34 | 3.038 | 3.038 |
| Use of the Limitation | #36 | 2.808 | 2.808 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
bucky4300 - Lead Dev
Software used
Godot, Aseprite, Gimp
Use of the limitation
The bottle in the right corner will fill up based on how many enemies reach its goal, the fullness of this bottle directly impacts the HP of the boss, the more full, the less HP the boss starts with
Cookies eaten
Consumed several sweet treats made for me by my partner, easily in the 10s
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Comments
Cool and fun game, but a bit of a drag. The last two “rounds” I sat afk waiting for the boss. When he came out, he just ran off behind the map. I guess that means I lost :) Also, the animation of the light gray knight reverts back to the initial sprite at the very end
Good job on finishing! The mechanic is simple and enjoyable. Adding more feedback, such as impact effects on weapon hits and enemy damage indicators, along with more content variety would be great next steps. I wasn't sure when the boss was going to appear
Hey thank you so much! Trying to make this while also having a 7 week old baby was harder than I thought but so worth it. I did try and add some extra sounds however ran into a bug that made it sound like a cd was skipping over and over. Only had a few hours left till I had to submit to still get some sleep that night so decided to focus on the couple bugs I ran into and adding the menus functionality and background music! I'll keep all the feedback I've been getting in mind for my next jam/project
Solid use of the limitation. I think having some sort of reward for the player doing well, though it may be contrary to the limitation depending on your interpretation of it, could make the game more engaging overall (even as simple as a score on the UI that goes up when you defeat enemies).
Good stuff for a first jam!
Hey Thank you so much, players doing good are 'rewarded' with a boss with more HP xD but I was definitely considering adding in a points total, something to add if I go back to add more and flesh it out :D
I kinda just swing around the sword in circle and it did the job. I wish there was sound effects when I hit the enemies. Maybe even the enemies would split in half from where they are hit at. Maybe make the portal evolve bigger and harder to protect and smaller if you are not managing to keep it safe. it would balance hardness I guess little bit. add some juice and it's even more fun.
Also the options sound volume, if you touch it it won't go back to 100% anymore, I mean the sound will not be as loud as when the game starts when the volume bar is raised back to 100%.
Good job for the minijam! I hope you have well rested now.
Hey thanks for letting me know about the volume slider bug! Ill take a look at whats causing that. I did attempt to add some sound effects for enemies but ran into a bug where the sound came out like a CD skipping over and over, couldnt find a fix quickly enough so scrapped it in favor of some other bug fixes and getting the game exported, unfortunately the jam ended at 5am for me so I had to submit early if I wanted any sleep xD But it will be something I focus on for next time
Found the bug! The HSlider node was set to have a max value of -15db rather than 0, The game loads in at -15db set as 0, meaning when you adjust the value it adds an additional -15. Nice easy fix, probably shouldve triple checked that it was working before shipping xD
The game is certainly interesting! I found myself constantly getting more and more swords in the game lol, most of the time it just one shots the enemy xD, so its more like a casual move mouse to point game!
Good job for ur first entry! Definitely got the hang there
Thank you! Yeah I wanted to make something that was a bit more fun and chaotic and more about how quickly you can move your mouse than the specific stats on enemies, although if I was going to add to it I'd definitely add more enemies with differing health pools at different rounds
Really well done for the scope of the jam. Really good for a first submission as well! I enjoyed this.
Thank you! I wanted to finally complete a project so I figured I'd go super lightweight and boil down everything to it's basic building blocks. But I think the next jam I do I'll try a ever so slightly bigger scope :)
Cool game! Love how the swords change color as they get more powerful. Could definitely use less/shorter waves as it started to get repetitive.
Thank you! I set up 10 rounds of combat and then the boss round as kind of a basic starting point but it does tend to get a bit much towards the later rounds being over a minute and a half. I really liked the swords changing too, added in a little flash modulate before and after it changes to give it a bit more of an effect :)
Really good for your first game jam! I was kinda just frantically flinging my mouse around the whole time lol. Which brings me to my point that it might be better if you have a way to lose, or be damaged by the enemies to make it so that the player doesn't just fling there mouse around as fast as they can. Good job!
Thank you! The only real way to lose is if you don't kill the boss in time, I treated enemies reaching the portal as the failure point but it instead affects the bosses overall health. I definitely could see locking the upgrades between either clearing a round without any misses or having to fight a mini boss when the rounds over to redeem yourself and still get your upgrades. As it stands it's just a bit of fun mostly brain off kind of a game which I don't mind being my first submission :)
Nice game ! I like the idea with the rotating swords. It was fun to play and kept me engaged for a while. Would have wished for some visual feedback of when I hit an enemy or they are reaching the portal. I also found later waves to be a bit repetitive since I was just one-hitting everything.
Thank you! Yeah if I had more time I would've started adding different enemies that only spawn on certain waves, I'm also not great with art of any kind so looking for asset packs somewhat fitting the style is a bit hard xD to a decent amount of time but it's definitely something I could add!
The gameplay is intense, and I like that. It’s up to my mouse skills :) If I were to think of improvements, some visual feedback when hitting enemies would add an extra level of enjoyment. Nice game
Thank you! Yeah I definitely want to add some sound and visual effects from the hit but I was having some trouble with the sound system in Godot playing short sounds so I scrapped it cause of time. I'm glad you enjoyed it!
Lots of fun! I really enjoyed frantically waving the swords around the screen. The portal and bottle animations were really good too, good job on those!
My only (small) complaint is I found the font a little difficult to read.
I’d love to see what other kinds of enemies or upgrades you could add someday.
Thanks for making this!
Thank you so much! I tried everything to get the font to look less pixelated but could not find how to do it in time xD I figured it was readable enough
Really nice game! It felt like playing osu swinging the swords to at every enemy lol, i had fun!
When I was play testing I got the same feel as OSU when id get into a flow and just be hitting things! I'm glad you had fun
its a pretty good game it fits the limitation I think you only need to ad something like a particle effect when the you kill the enemies enemies
Thank you! Yeah I was playing around with particle effects but I couldn't quite get it to look right and I didn't want to risk not submitting on time (submit for me was like 5am so I also needed sleep lol) but it would be on my to do list for a "full release" version
Nice game, I really liked the art :) I feel like a few more upgrade options (eg attack range, or some kind of explosive swords) could give some more variety in the gameplay loop and maybe make the player feel like they are breaking the game at the end (which is always satisfying haha). Anyway, cool entry, good job !
Thank you! This was my first ever submission so I decided to try keep things easy, although I would add more upgrades, and increase the range of the values for the upgrades to let the player feel more OP
this is good game