That's a good amount of content to cram into a jam, congrats!
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The Four Seals's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Design | #64 | 3.870 | 3.870 |
Audio | #147 | 3.565 | 3.565 |
Innovation | #308 | 3.348 | 3.348 |
Overall | #341 | 3.348 | 3.348 |
Fun | #393 | 3.304 | 3.304 |
Graphics | #462 | 3.435 | 3.435 |
Theme | #952 | 2.565 | 2.565 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
The chaos being represented as evil. Also how chaotic the situation can get if not taken seriously.
Did you write all the code yourself and made all the assets from scratch?
Code for gameplay it's all done from scratch, all the art is done from scratch. But we used generic code for sound, music and UI, to be faster.
Comments
Cool take on the theme. Tower defense games are usually a surefire win for entertainment. However, there were a few frustrations that let this fall a bit short for me. Firstly, the map just feels too big. For a jam game, it feels like this game is asking a lot of your time to fully get into what it has to offer. Secondly, the building is unintuitive and tedious. Why not just click instead of pressing E? I failed to build things so many times even knowing I had to press E just because it doesn't make sense. Finally, I'm not sure how to actually win this. I know the description mentioned something about building the seals, but I got 50 skulls and found a cave, but I couldn't build the seal on it, around it, or anywhere for that matter. I'm unsure what I was missing.
All that aside, I really enjoyed this art and music in this entry. That's the whole reason I clicked on it. I'm not sure why you set the whole thing inside a retro computer monitor (maybe your original design had a weird aspect ratio? or you wanted the aesthetic of an old computer game?). Still an overall cool experience. Congrats on finishing this in just a week with such polish. Well done!
Very well made! It shows that you have done some work there!
I have a few questions though:
-Why not allowing to zoom/un-zoom more?
-Why not making the map move when the mouse is on the edge?
-Why build on E instead of left click ?
It is a few details that surprised me on a game this complete.
The game is fun to play, really good quality for a week Game Jam ! Nice :)
Hey! Thanks for playing our game!
Also regarding the questions you asked
- Because the unity UI is quite hard to scale up and down and we've had some issues with it, so we tried our best to make it zoom at least a little bit
- We basically forgot that it was a thing, oops
- And regarding building with the E, I have no idea, we just thought it made sense we first thought about it, we probably should have given it another thought
I'm glad you liked our game! :)
Cool game! I really liked the artwork and the combo of tower defense and base building. Great job on your hard work!
Feels really well polished, good and intuitive menus and UI makes it easy to learn the game quickly, though i dont think it really fits the chaos theme well
It was a rather calm experience and really well made.
I really enjoyed playing this, I was very surprised by how much you were able to get done in a week. If it ends up being a project that you build more upon I would definitely love to come back to it. Great job!
Good game, but there are to little buildings and interaction to play more than 2 min.
It was pretty fun, but it doesn't really fit the theme :( still a great game though :D
I want to like this because it feels quite polished in a lot of ways. It controls quite well, the music is cool, and there is a decent variety of stuff to build. The are mouseover tooltips, a minimap that can control the camera, and pathfinding that navigates randomized terrain.
I like exploring, and it's cool that this is combined with a base building game. However, I spend so much of my time exploring and finding nothing. The map is huge, and there isn't enough interesting stuff to fill it.
There's also a good chance that one of the necessary resources isn't anywhere near the base.
There's no danger to the explorer, and once I make a couple towers, there's no danger to the base until the gryphon is released. That means I can safely ignore my base for most of the game.
It's just not very exciting, and not very chaotic.
I suggest making the normal enemies have a chance of targeting the explorer, the towers, and the resource gatherers, so players have to consider defending them too. If a tower is occasionally destroyed at base, it gives the player more reason to check back and replace it. If the explorer is chased by monsters, the player can deploy a tower to fight. If the explorer is killed, a new one spawns at base.
Have the defenses be upgradable, but requiring a rare resource that can only be acquired once per location, so the player has more to look forward to when exploring.
Hey, thanks for the feedback! I completely understand why you thought there was nothing to explore, and yes, there isn't that much stuff to find in the map, mostly just the spawners. We thought about adding some other types of buildings, that just like you said, unlock some permanent upgrades for your towers, and we would have even liked to make the pathfinding better, but all of this was not possible because of time constraints, we frankly ran out of time. Trying to do a tower defense with world generation was something new for us, so we also had to learn all the stuff, so there wasn't that much time left to expand on the game idea.
Yea a really nice and polished game I love tower defenses so this was right up my alley, only thing that bothered me is that the enemy pathing is the same, so you could essentially just build a path of tar traps and poison traps and it eradicate every enemy.
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