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A jam submission

Shadow WalkerView game page

A 2D Roguelite (prototype) made for Pirate Software Game Jam 15
Submitted by jshimmer, awesomesauce1504 — 6 hours, 53 minutes before the deadline
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Shadow Walker's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#13302.0002.000
Cleverness#14712.0002.000
Playability#19831.0001.000
Artistic Style#20811.0001.000

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.

  • Being able to manipulate your own shadow as a means of combat in a game is unique in of itself, so I found interest in that aspect of the way you incorporated the shadow part of the themes. As for alchemy, I definitely wish there had been something put together in order to experience what you had described in your GDD. In regards to the controls and playability, the movement was quite choppy; going at a regular speed in the beginning but then completely slowing down and dragging along once I entered a new room/space. Along with that, the combat didn't give much to run home about (outside the interest I had in the multiple shadows aspect). All the same, do continue the hard work, as the story you provided through your GDD does interest me

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!
Shadow Walker is a 2d stealth roguelite where the player, an agent who manipulates shadows and creates darkness, is sent to take down RexCorp, the primary antagonistic force who pursue artificial evolution through human experimentation and augmentation.

The theme of Shadows is presented through the player: they can manipulate their own shadow to block enemy vision and muffle noise, and they can phase through shadows to a shadow anchor (teleport to an anchor). Stealth mechanics also play into this theme, where players are often rewarded for avoiding combat and instead sneaking past enemies without walking into enemy vision or making significant noise. Full-on combat is an option for players who prefer that, though they are often disadvantaged until they acquire better items.

The theme of Alchemy is presented through the antagonist RexCorp, a company whose goal is to create an perfected lifeform (seen in the augmented mobs and bosses), and through the item system where items can be synthesized through alchemical and laboratory equipment using materials corresponding to the Tria Prima from Paracelsus' Three Primes of alchemy (salt, mercury, and sulfur).

Controls are WASD for player movement, Q to send a shadow clone towards the mouse, E to place a shadow at the cursor's location, spacebar to place and return to a shadow anchor, and left mouse to attack.

Extra Notes
We overscoped greatly and too much time was spent trying to make a procedural generation algorithm that didn't end up working. So unfortunately you only get to see 2 (very boring) rooms, and the systems for sound levels (game mechanic), music/sfx, start/menu screens, item mechanics, and combat don't exist.

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