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A jam submission

Templars & TentaclesView game page

Submitted by JPlows — 15 hours, 28 minutes before the deadline
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Templars & Tentacles's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#2334.0004.000
Playability#2584.0004.000
Cleverness#2824.0004.000
Artistic Style#4014.0004.000

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.

  • Not common for me to give 4s across the board. Take pride in that. The game was fun, but it was a bit easy to master. I didn't have to change the attack type for the attacks to still be very effective. It didn't seem like there was a reason to give the attacks any powerups. Thanks for the fun time. The only real gameplay critique I have is that the screen would go black and there were still enemies on screen. That was a bit jarring. Great job with the game over all!

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

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

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

Tell us about your game!
Templars and Tentacles is a Tower Defense game under a veil of darkness with only your foes to light the way.

Each tower type can be imbued with an element to alter its' range, fire-rate and damage, as well as apply an elemental effect to the enemy. Should these elemental effects be combined, a powerful status effect is applied to the enemy.

Be careful however, as the paths shift and change under the presence of darkness.

Experimenting with elements and tower types, Map memorisation and Varied tower placement are key to surviving this 30 wave experience, particularly on harder difficulties!

Controls:
Left Click - Interact
Mouse Wheel - Camera Zoom
WASD - Camera Movement
Spacebar - Pause Game

Extra Notes
We had a load of fun attempting our first game. Looking forward to the next one!

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Comments

Submitted(+2)

As an avid fan of tower defense game 2 main things to improve the game a lot:

  • Have the tower's stats be indicated by actual numbers and the increase from upgrades also indicate the change in stats. Tower defense games are games of tactic and planning, so you want to give the player as much information as you can, so they can feel satisfied with the decisions they make.
  • In normal Tower defense games, the next enemy indicator generally allows for some time to plan, though in this case it seems to indicate the next enemy about the enter the field, which isn't really useful information as you'll know in a second anyway.

I like the use of the theme, as it is applied fully into the gameplay. The towers being monsters that are altered by the elements is a nice thing to play around with.

Also I dont think my base any health or can be destroyed.... atleast dont see a health bar or anything.

If you want some good inspiration for Tower defense games that implement some crafting/elements, look for Elements TD on Steam or Gemcraft (which is an old flash game)

Overall well done, the game is nice and playable

(+1)

Thanks for the feedback! We were torn between using stats or general changes and went for general in the end to be able to make a quicker decision. Good point regarding the next enemy, an improvement we could do is maybe an idea of what is coming in the next wave entirely instead of a per enemy basis. 

We could have been clearer regarding the base health, it is tied directly to your resource so you have to make a decision between building a new tower / changing elements or keeping some shadow power spare in case some enemies get to the base.

Submitted(+2)

Great idea. Tbh, we also had something similar during brainstorming :D I really liked the twist about paths changing. Elemental description was also very handy (Most games want players to explore it). Credits, start screen, how to play , difficulty select were executed perfectly. Loved them!

I did notice a few small things that could be improved:
* I didn't feel the progression. Like towers get leveled up but I don't feel/see it. Maybe some more idea into it or visual indication (Like fireworks on level up or something :D)
* Tower level progress confused me. I thought its HP. Might want to change the visual concept of it a bit, like adding extra icon or label "EXP: " or even text instead of loadbar (or % above loadbar)
* I didn't understand if my castle is being damaged or not. Monsters were hitting it but didn't get any feedback (Nor damage taken, nor HP left)
* Very minor thing in elemental description, you have: "Fire + Lightning - Something". My brain automatically starts thinking math with that dash at the end :D Maybe replace it with | or something like that? :)

Overall very good job!

(+1)

Thanks for the feedback! I like the idea for a visual indicator, we did have some issues with the XP to start with so weren’t able to implement everything we wanted. With the damage, we could have been clearer advising that the enemy take away your available resource when attacking the base. We hope to keep working on it so will look at putting in these improvements!