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

Scale the Skull TowerView game page

Use your sword to climb the tower!
Submitted by cortok — 1 day, 4 hours before the deadline
Add to collection

Play game

Scale the Skull Tower's itch.io page

Results

CriteriaRankScore*Raw Score
Fun/Design#84.0914.091
Theme/Limitation#233.8643.864
Overall#283.8003.800
Graphics/Animation#364.0914.091
Technical Implementation#483.5453.545
Music/Sound#753.4093.409

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game apply the limitation (and optionally, the theme)?
There's a boss to fight at the end (spoilers I guess). Also, for the theme, it's a platformer game where you can only hang on ledges/jump so you're always "on an edge". I focused more on the theme tbh.

Team Size

Solo (1)

What main engine/tool/language did you use to construct the game?
Godot Engine

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

So, I managed to get stuck at the bottom of one of the tutorial screens. Twice.

Please don't ask how I got there, or why I fell there again despite knowing about the bug; I'm not very good at platformers. None of the controls seemed to work once I got down there, so I had to reload the web page. I'm not sure why I got stuck there—maybe because there wasn't a spot on the next screen down for me to spawn?—but it seems like a bug worth trying to fix.

Maybe take this with a grain of salt, considering that I'm self-described as "not very good at platformers," but I'd have liked it if there was another checkpoint—maybe before the spike room? And the hands shouldn't flash red when attacking; it took me too long to realize that the flashes were unrelated to me "damaging" them. On the other hand, the fact that the gems you're supposed to attack don't respawn when you fall off the bottom of the screen made it very easy for even me to cheese the boss fight—I just jumped down, threw my sword, and repeated four times (a skull got in the way once).

Aside from difficulty curve stuff, it's a good little game. The movement mechanics are neat and could probably be turned into a more complete game; the combat is perfectly sufficient for a platformer and works with those mechanics. The pixel art and sound effects are good, too, though the big slime just being an upscaled slime with pixels the size of the main character...games where pixels on different sprites are different sizes are a pet peeve of mine, and that was an extreme example of that.

Submitted(+1)

The evil is defeated! This was a joy to play and the perfect length for a jam entry.

I thought the boss could have been a little more challenging, but it's impressive how much you packed into this short experience that I adored. The art and music are on point. The level design was fun and engaging.

Thank you. Thank you. Thank you for gamepad support! I tried the first few rooms with keyboard controls and then thought, "what am I doing? and pulled out a controller." The game plays like a dream with a gamepad.

This was a great use of the theme and requirement. One of my top picks of the jam.

Your Mac build doesn't work ... but neither does mine and I develop on a Mac and can even play my own export on my machine, but it doesn't work anywhere else. Each game I come across that has a Mac download option I test and they all give an error, typically this:


Thank you for the HTML build too! I really enjoyed this experience. Awesome work. You should be proud of this entry.

Submitted(+1)

Cute game, fun mechanic, original and pretty nice pixel art.

Submitted(+1)

Oh nice, saw this one on twitter and was looking forward to playing it.  I like how you slowly introduce mechanics to teach us over time.  The art is awesome and the whole things feels complete and nice, great job!

Submitted(+1)

The boss fight little bit easy... but it was fun

Submitted (1 edit) (+1)

Short and sweet! :) I like the mechanic of throwing the sword into any wall and retrieving it at any time, it feels expressive and like it has potential. Enjoyed making my way through the levels. (are you inspired by Jump King?) I did accidentally cheese my way up the left wall on the screen after the first checkpoint by damage-boosting though, as well as a little jankiness with player movement at times. The boss is a nice capstone to the game, I really dig that. I feel like you could do more with these mechanics! Wish the tower was taller, though I know time is limited in a game jam.

Submitted(+1)

A fantastic experience ! Loved every moment of it. The beginning had a bit of a "Getting over it" feeling while I got used to the controls. But the ledge mechanic was really well thought and well executed, really good job !

Submitted(+1)

Great tutorial, wonderful art.
Good gameplay.

The music was a bit loud.

Cute, fun and fun mechanics!

Submitted(+1)

This is a solid game. I really enjoyed playing it. I really hope that you build on this and make it a full game. This would be awesome to play again with future updates. 

Submitted(+1)

Great game!    cool graphics and simple controls, took a bit of time to master , the concept of a reloadable weapon /climbing implement is great,  the level design is good, with gradual difficulty , when it came to the boss fight, it was not the run in the mill "aim for the head" approach. I enjoyed playing this! keep up the great work!

Submitted(+1)

Hey there! What a cute and well-executed game! It's challenging, but the concept is very neat. I played it with keyboard, but I am pretty sure I would have to use the controller for best experience.

  • First of all - I was throwing my sword at necromancer so often that I think I lost it! I wasn't able to finish the game because I couldn't recall the sword back haha
  • There is a delay between how often I can recall the sword.. and that sometimes threw me off the track. I was not able to climb the walls that well because I could never insert the sword at the time I needed to
  • Great level design - makes me learn the mechanics well. Although in some cases I managed through only by losing some health heh
  • Expected that I could bounce off enemies to get through some parts - oops
  • Learned about dash on C.. at the boss fight! Somehow I missed that.

It's hard to come up with these, because it's a pretty good experience. With some improvements I can totally see it on Switch or Steam Deck :)

Submitted(+1)

Great game! I like that the helpful objects (slimes and ledges) are color coded. However, the boss… well, kinda just exists. You don’t even fight the thing, just hit some spheres while it sits there dropping bones. I feel like you could’ve done something more interesting with the boss - for example, maybe it chases you up part of the tower, thus adding to the theme with a pseudo- time limit. Or for a more reasonable idea (given what you already have), you could’ve made it so that you have to climb up to the boss while dodging its bones.

Submitted(+1)

Rated :) You know my thoughts