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A jam submission

Do Not Steal Our OresView game page

Funny little tower-defense like about kobolds stealing from elves
Submitted by Xerxes Tough — 2 days, 18 hours before the deadline
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Do Not Steal Our Ores's itch.io page

Results

CriteriaRankScore*Raw Score
Theme/Limitation#1343.0713.071
Music/Sound#1373.0003.000
Overall#1892.7862.786
Fun/Design#1932.7862.786
Technical Implementation#2152.5002.500
Graphics/Animation#2472.5712.571

Ranked from 14 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)?
You are the boss of the kobolds, ordering them around. The scene is set on a cliff, kobolds jump over the edge to get to the ship once enough ore is gathered

Team Size

Solo (1)

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

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Comments

Submitted(+1)

I had alot of trouble getting the game to work, I like the theme alot and the idea of the core gameplay loop, but I just couldn't play for a prolonged amount of time because my Kobolds sometimes just sat there instead of attacking. With a bit more polishing this could become a really fun game. Great idea.

Submitted(+1)

So this isn't just your game, I've noticed it a few times on other games with mouse only controls, but I'll mention it here so hopefully it helps you and others (and I need to check my own game!), I struggled with the touchpad on my Macbook Air. I never seemed to struggle with a mouse, but it was a little wonky using just my laptop.

Outside of that, this was a fun experience and interesting design. I would have preferred if the camera was either 20 percent closer, or the sprites were larger. I want to see the little animations and interactions, it would keep me more engaged in the moment-to-moment gameplay.

Overall, an ambitious effort for a solo dev in a jam. I'm glad I spent some time with it. Great work. You should be proud.

Submitted(+1)

Ohhh you have a good game loop here, something about it made me want to keep playing one more run.  Nice job!

Submitted(+1)

Nice work! It'd be cool to have enemy types and also purchasable units/weapons!

Developer(+1)

The original plan included having different enemies, semi-randomly created and also to have the option to higher Kobolds and have each kobold equiped differently ... but there was just not enough time :(

Submitted(+1)

Very fun game! I love tower defense / mining stuff / base builder games. I found myself attempting 3 playthroughs, getting further each time but there are a few bugs that prevent to get as far as possible.  One being sometimes the kobolds just won't attack an enemy. And another that you can't select a kobold through the next of an ore for example. I died on the 1500 ore level due to these two bugs.

Nice pick of music for the type of game, very fantasy and kobold-y. I love that its only controlled with point and left click, points for simplicity :)

Developer

Some of the bugs were noticed while testing - but there was just not enough time to fix them all :( 

Glad you still enjoyed it!

Submitted(+1)

I struggled to click anything apart from the airship at the bottom of the screen (I think my resolution was too big). The art was looked nice and liked the voice at the start, saved me some reading 😜.

Submitted(+1)

fun game idea. although i wish the player things were a bit bigger cause it was hard to click them also i wish we could stop people mid tasks

Submitted(+1)

Cool and very challenging concept, but sometimes it's hard to click on kobolds and command them. I liked the voice acting, good job! :)

Submitted(+1)

I like the concept of this game, it's pretty fun to play. However, there are a few things of note.

1: Sometimes the kobolds just cannot attack. Their Sprite flips around and no matter what I do they can no longer see any of the enemies. I'm not sure what causes it, I think it might be something that happens when you select them at the fort

2: Knowing there are 6 levels and that the 6th level is just made improbable because of the really high ore count required to win. It's very unsatisfying knowing that I'm on the last level just for it to not be doable. I think having the last level be beatable at any point with lots of ore so that you can choose how long you stay there would of been a better idea for obtaining a high score.

3: Kobolds don't shoot all that fast making it impossible at times to avoid damage. Some movements of the enemies just do not allow for any hits until they're already on you. Having an upgrade to the kobolds attack speed would've been nice, especially in level 3 when they become really fast outta nowhere and to maybe help combat the waves in level 6

4: Clicking the Kobolds can be a bit finicky at times. Sometimes I want to select one of my miners and move him up to attack cause enemies are start to pile up but I end up hitting the ore since they kinda overlap each other at times causing my attacker (the last one I had selected) to start moving towards the ore so I now have to try and salvage the position I had which doesn't always work. And sometimes I click them and I can't do anything with them until I click them again

Despite all that though, I really enjoyed playing this game. Bouncing everyone between mining and attacking is a nice risk vs reward system. Do I move one now or wait a little longer to speed up the process of mining? I like the noises the kobolds make, the music sets the tone really well, and I really dig the art style. (Sorry for the wall of text)

Submitted(+1)

Ha, this was remarkable similar to my entry! I really like the placement of UX elements, though additionally displaying enemy health (if obfuscated for difficulty) would have been helpful. The animations and sound design has a lot of charm to it.

I also like the concept of spending ore to heal between levels - a tradeoff between difficulty and final score that offers replayability and long-term strategy.

Submitted(+1)

I feel like once you had set the kobolds to work you just had to wait there for absolutely ages. Would have prefered if the required amount of ore was a lot lower