Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Eternal Guard: Alchemist's DawnView game page

Submitted by ZoomingCatStudios — 15 hours, 35 minutes before the deadline
Add to collection

Play game

Eternal Guard: Alchemist's Dawn's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#6533.0003.000
Cleverness#7553.0003.000
Playability#8043.0003.000
Artistic Style#9703.0003.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Interesting take on tower defense, quick and fun game! Requires balancing a bit difficult to defend tower when you can control only one source of damage. Also when choosing upgrade there could be some sort of safety trigger as you constantly need to click to kill enemies you cannot really see incoming upgrade window and click upgrade without really seeing it.

Did you include your Game Design Document as a Google Drive link?
Yes

Seriously... did you include your Game Design Document?
Yes I promise

Is your game set to Public so we can see it?
YES!

Tell us about your game!
First of all, this is my first game jam ever, and the first time I've ever completed something that resembles a game and I'm really proud of it :)

Second, The game is designed to play at a 1920x1080 resolution, so please press the full screen button on the bottom right of the screen(you might need to scroll down)

Eternal Guard: Alchemist's Dawn is a mashup of "survivors-like" ,"tower defense," and "clicker" games, where the player as ruthlessly spamming his mouse to keep the shadow god’s hordes from destroying the magic core of the world and completely plunging the world into darkness.

The player plays as an Alchemist demigod that needs to protect the last magic core remaining in the world, once it falls the world will plunge into eternal magicless darkness.
The core will be charged by endless hordes of hostile creatures in poor visibility conditions,the player will have to spam the mouse to kill the creatures and choose elemental upgrades wisely, to survive as long as he can, when elemental forces collide, they will transform to a new ability that will devastate the enemy lines.

GDD Link:
https://docs.google.com/document/d/18caZohFFnEpX-2_JfO9YTy4xUQjQNXWdgMolYdD6nXM/edit?usp=sharing

Extra Notes
Godot Rocks :)))

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

As some others have said, this reminds me a lot of some old flash games. The music is fitting and the sound effects are satisfying! The visual effects are also really nice. The only things I personally would point out is to make the upgrades less expensive, as they start to become costy very quickly, and also an outline or just being able to see the cursor at all times would be good, since you can't see it well when it's in the dark.

This is very well done, especially considering this is your first jam game! It's quite well put together and just needs some balancing.

Good work!

Submitted

An interesting take on the defense genre that hurt my hand.

I gotta ask, why constantly clicking to attack? Surely this must have hurt the hell out of your finger/hand in testing? Why not let me hold it down or something.

Also I constantly kept accidentally picking random upgrades because I was clicking constantly, half the time I didn't even see what I was picking.

Also the HP bars on the enemies feels totally useless because you can't see them at all haha.

I really like the upgrade system (when I could choose them) and the combinations started to get really cool. I just wish it wasn't so random? It feels like I only have control over whatever I click on and get instantly overrun with the first minute. On my best run I managed to survive 3 minutes and I feel like it was just pure RNG and dumb luck than anything I was doing.

I would have liked to put more time into this game but my hand was genuinely just too sore and it seems to rely on luck more than anything else. The concept is really cool though and I would revisit it if there were other updates to improve the quality of life and balance.

Submitted

Okay, so first of all, the fact that both of our jam games share "Alchemist's Dawn" in the title is amazing.

So, I wrote my thoughts down while playing your game and then looked at the comments people have left and can see that everyone has already mentioned everything I wrote down, so I'll just list them quick without too much detail.

- Fingers hurt after playing multiple times.

- Accidentally clicked upgrades/new tower before seeing what they were.

- The game seems to be confused where the mouse is on the screen on the upgrade/new tower screen.

- Couldn't see player very well sometimes with so much going on.

- Too difficult too fast. Haven't been able to get to 2 minute mark.

Now, one thing I would like to talk about a little bit is how cool the element clash system is. I didn't even realize what was going on when a couple of them were going off on my first playthrough. Once I realized what was going on I had a ton of fun trying to set up new combinations and watching them go off on enemies. This feature is definitely the star of the show here and I only wish the game wasn't so quick to kill me so I could see more of it.

Good work. Maybe in the future you could add waves of enemies to the game to give the player moments of rest between waves before plunging them back into chaos.

Good luck in the jam and in future endeavors!

Developer(+1)

I'm really glad you liked the alchemy system, this took me the longest to complete and I'll definitely keep doing interesting things with it, I'll also consider changing to waves instead of an endless wave vampire survivor style, but I'm still not sure.

I'm glad all see the same issues, but mad at my stupid mistakes and bugs I created, everything will be handled.

anyway thanks for taking the time to test the game and the detailed feedback <3

Submitted(+1)

Here are my notes I guess:

  1. I like the button sounds, but their pivot is not centered, so the scale animation is a bit weird.
  2. In godot, go to project settings -> window and under "stretch" set the mode to viewport or canvas. This will make your game work for any resolution.
  3. The button hitboxes are quite weird on the skill select panel. Not sure why?
  4. You should add a short pause animation whenever you get a new skill to make sure players stop clicking. I selected a skill accidentally way too many times and it basically ruins all strategy I would have.
  5. I would really appreciate an "auto-swing" feature, because some people (including me) may have issues with clicking fast for a long period of time. Make the auto-swing the equivalent of 6 CPS, which is pretty average for a player. I'm sorry but it's just not healthy.
  6. My best run only managed to survive until 2:30 mins. My fingers and entire right hand now hurts.
  7. For sound design I would suggest adding variance in volume and pitch to the hit sounds. Currently they overlap and they are really loud when you hit multiple enemies at the same time. You could also do a panning trick, where sounds are panned to the left or right based on where they play.
  8. The player/cursor is a bit hard to see, consider adding an outline to it or something. This is the same for the enemies, but there it's fine as giving outline to all of them would look weird.
  9. I can't really say more about this, because I just can't play it for any longer unless I resort to using an autoclicker, which is just cheese.
  10. I like the UI and artstyle, it's simple but it fits so that's good.
  11. Music is great and also fitting.

Probably a good game, but I just can't play it for long periods of time without needing to use an autoclicker.

Developer(+1)

I really appreciate the time you spent playing and giving me such a detailed feedback, your feedback is the best I got since I actually learned something so thanks for that <3

I will definitely implement some of you suggestions, and I'll handle the issues in the next version, thanks again you rock <3

Submitted(+1)

Reminds me of old flash games I would play with constant waves of stick men to crush beneath my feet.

The upgrade menu comes up rather quickly and I hit an option unintentionally at least twice.

Great job finishing your first game. I hope you keep making stuff and progressing!

Developer

thanks for the kind words and the feedback, yea the upgrade issue is a major issue and a bummer, I'll handle this in the next version thanks again <3!

(+1)

Game is too large for Webgl format. 

Developer

ok, thanks for the feedback

Submitted(+1)



The idea is solid! (Played 2 times - is there an end goal? 10 minutes?)

The sword swing animation is very satisfying but its hitbox does not seem to match.
I would work on readability, everything seems like it's was blending with each other, for exampole spell effects could be more vibrant but still very good use of assets.

For the upgrades screen - since whole game is clicking (spam clicking) it would be cool to give player some room for realisation that it is upgrade time, for example fade in the dark screen and add card reveal animation.
Also for the card animations I think the selected one should get bigger, not smaller :P

Overall I really enjoyed so please take all of it as a feedback  for improvements not me being harsh ;)
And would love to see updated version - with click skills!

Great entry!

Developer

holy shit dude!

 I don't even know what happens after 4 minutes how did you survive this long? does it just get easy once you have many collisions?

currently the game is endless, but I need to think what direction I will take with this game

thanks for the feedback that really helps and I will def fix the issues you pointed out <3

Submitted

Guardians are OP :P
Does not get that easy, still needed to do a lot with mouse that is why mouse upgrades would be awesome! :D

Submitted(+1)

Great work.

1. The clicking the sword cursor needs to be disabled for a second or even two when the options open as most of the time my next sword click was choosing a powerup before I had even read what they were.  Could it just be a spinning blade on the mouse cursor, then clicking could be used for other things (see points below).

2. Some obstacles on the map and maybe some droppable obstacles would take this up a notch especially to the TD crowd.

3. The defences could also be positionable towers.

4. The feel of the sword strike seemed off, maybe it's me or the trail but a few times I was convinced I had hit the enemy but appeared not to.

5. Or you could take it more RTS with swordsmen and archers that the player can select and command on the map.

Developer

Thanks for playing and for the important feedback, I will definitely take you comments into consideration in the next build <3 

Submitted(+1)

this game is excellent, the audio is nice, the visuals are nice and the game play is really fun.

Developer (1 edit)

thanks for playing <3, 

some questions for future versions:

1.  do you think the rotating "shadows" are distracting?

2. do you think there is too much audio effects? I got a feedback when you kill a lot of zombies its beginning to sound like static noise

Submitted(+1)

nope and nope. I think maybe the zombie spawn speed ramps up a little too quick, I've tried a playthroughs with just the orbiting projectiles and the random ones and it just doesn't feel like enough to survive past a couple minutes. But i think other than that i think the base idea you have here is excellent.

Developer(+1)

thanks, the whole strategy is that you need to combine guardians and bolt to create elemental collisions, but yea I need to polish and balance this, again thanks for the feedback really appreciate it mate <3

Submitted(+1)

i like the concept, it's a cool blend. im playing on trackpad and i very very quickly started to get rsi, so not sure if i was doing it wrong, but being able to hold LMB to auto attack wouldve worked for me.

Developer

I was afraid of this, since you really need to press the mouse intensely, I will definitely balance that, in the future you wont need to click so much, the game is very hardcore right now, the pacing isn't good, anyway thanks for the good feedback and playing the game <3

Submitted(+1)

Really polished game! Feels very satisfying to play. Only issue I have is one others have pointed out about it being easy to accidentally spam click new abilities.

Developer

Thanks for the kind words, yea I want to kill myself that's a major bug...

Submitted(+1)

Genuinely a fun game!

It put me right into the flow state immediately.

With some balancing, I can see a lot of people enjoying this game.

Also, I personally thing the camera was closer to the tower (it's a bit small and hard to see imo)

All in all, you have something fun to develop more on! Keep it up :3

Developer(+1)

This review really puts some wind in my sails, glad you enjoyed and thanks for the feedback I will definitely consider changing the camera zoom level

Submitted(+1)

this is a fun concept, but very hard! I feel like I get overwhelmed before I have the chance to establish enough powerups to defend myself. I do like the categories of upgrades you guys conceived though, could be quite fun if balanced + a bit more variety

Developer

Thanks ryan really appreciate the feedback, I definitely need to balance this game, and had more ideas to include the players sword in the alchemy and upgrade system, but I developed this solo and the time ran out😵‍💫

Submitted(+1)

Really fun game! It was super fun and the elements was really and so was the sword. I wish i could've held down since my hand got tired after a while. Great job!

Developer

Yeah this might be too intense with the clicking, but later you will be able to upgrade the sword as well, I definitely need to balance the game, thanks for the feedback this really helps ❤️

Submitted(+1)

The visual effects and sound design is really cool and i really liked the different kinds of weapons as well. When i was playing i felt the camera was too zoomed out it was kind of hard to see enemies, also enemies grow in numbers really quickly and they move too fast which makes killing them with mouse without any weapon in the beginning harder. With a little bit of tweaking this would be even better!

Developer

Thank you for the detailed feedback this helps a lot! No doubt this game needs balancing 💪 💪 

(1 edit) (+1)

quite a cool game it's like a tower defense but almost reversed the game ran pretty well and i don't have the best pc i love the pick you upgrade options and the style only complaint is you can't just hold the attack but that is just me being a little lazy idk tested it twice and with many enemies didn't have any problems with performance

Developer (1 edit)

That's amazing! i planned on adding upgrades to the players sword as well, but the alchemy system took too much time,but i'll definitely continue and add that in future versions!

Thanks for taking the time to play my game ❤️ 🙏 🙏