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Holy Shield's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
User Interface | #1 | 4.231 | 4.231 |
Technical Accomplishment | #1 | 3.808 | 3.808 |
Game Design | #2 | 3.692 | 3.692 |
Commercial Viability | #3 | 3.692 | 3.692 |
Overall | #3 | 3.769 | 3.769 |
Fun | #4 | 3.346 | 3.346 |
2D Art | #4 | 4.115 | 4.115 |
Art Direction | #4 | 4.038 | 4.038 |
Itch Page | #4 | 3.885 | 3.885 |
Level Design | #6 | 3.038 | 3.038 |
Use of Audio | #7 | 3.192 | 3.192 |
Original Audio | #11 | 3.000 | 3.000 |
Use of Theme | #18 | 2.923 | 2.923 |
3D Art | #19 | 1.462 | 1.462 |
Narrative | #22 | 2.192 | 2.192 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Number in Team
6
Does your game include Art packs?
No
Does your game include Sound packs?
- Zapsplat
/https://soundcloud.com/sei_peridot
Does your game include plugins or pre-coded content?
No
Please provide a full playthrough YouTube video of your game.
https://youtu.be/nn-xPofKQfc
Please provide a link to a 30 seconds gameplay YouTube video of your game.
https://youtu.be/6Zch05zxWTY
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Comments
It's a neat concept to be able to draw your own commands, though taking on the role of a healer and supporter to the actual battle means I don't have much input in the fight being conducted out of view. Because of that, I don't have much of a sense of strategic planning as to which spells I should cast to benefit the situation at hand (aside from restoring mana). Casting my attention between multiple team members at once fits the theme, but in practice feels like spinning plates which can feel annoying and stressful when ideally imo, a turn-based system would help me step back and assess the situation more critically. Most of my actions simply amount to spamming the exact same healing spells on everyone over and over again, a feeling of repetition which is amplified when I have to keep doing it over and over without delay because everyone's health keeps going down with every passing second.
I would still love to see this developed; I'd personally like to see some different spells for different kinds of situations that crop up in battle, along with alternative effects that occur as a result of casting a spell wrong as opposed to having nothing happen. So for instance, if one party member were receiving fire damage, I could cast a spell to try and cool them off, but if my hand slipped, then I accidentally make their speed slower because it cooled them down TOO MUCH. I could then decide whether or not to cancel the spell or own my mistake and take the consequences. Maybe different encounters could be themed around different elemental status effects and I could swap my party members around like Pokémon or XCOM to better prepare myself.
If you fleshed this out more, added a campaign with a story, and balanced it out a bit (right now, it's too easy to get stuck doing the same couple of spells over and over), I literally could see this fitting right at home on the Nintendo DS. That's a huge compliment. I love DS games and it really took my back. Very nicely done.
Nice work on this!
It feels well put together.
For instance, the sound FX helped to give me a signal early on that I wasn't doing it right.
Thank you! :)
Great idea and really well executed! It felt a little strange playing on a desktop but I gather that this game has been designed from a mobile perspective, for which I reckon it would work really well - would love to see where you go next with it!
Thanks for your comment buddy! If you want you can find the apk in the game page to try it on mobile!
Such a cute game! The gameplay mechanics themselves feel really polished but I definitely found myself struggling to cast spells sometimes with the hitboxes leading to me accidentally having members of my party killed ^^; I really like the concept though and I love the way you all put it together! Great work!
Thank you very much :D
Really enjoy the difficulty pacing of adding more shapes throughout the game. Led to a nice progression for sure!
Thanks buddy <3
Pretty fun and fluid, I liked the concept and ejoyed playing through all the levels. The sound give great feedbacks on what's happening.
The only thing I missed was I did not notice if the different character really had different roles on the fight or if they were just hurt/hitting at random ? I really agree with igd's idea on adding more context, that would make the game even beter.
great game!
Thanks for the feedback :) btw there are some difference between characters, we took inspiration from the classic rpg party (the tank who has more chance of being hit, the wizard who has little hp but does a lot of damage, etc) but yes, i can agree that the game lacks this UX information.
Wow, I was not good at this, but it was a lot of fun. I even have a friend excited to play himself. Nice work!
Very glad you had a good time playing the game :D The original idea was that the player could rename every group members to increase the degree of affection towards them. It's cool that your friend experienced that by pure chance hahah
I think it is a pretty awesome game you guys have put together. So much juice and quality. If I had to crit anything it is that the game requires you to focus so much on the grid that the other elements are easy to miss. I think it is more to do with the genre that the execution mind you. Top notch as ever
So happy you liked our game! Thank you vm for the feedback! We wanted to set the focus point on the grid but in a landscape view i can agree that it takes away too much attention.
Great, high quality and fun game!
I love the gameplay mechanic, it's super engaging and has you on the edge of your seat, and the art, music and UI all mesh together really well :)
The controls were a little awkward with mouse, but that makes sense as this feels like a more mobile-oriented experience. I think that having some enemies that required you to use certain spells, or adding some kind of timing aspect where if you cast a certain spell at a certain time you can deal a huge amount of damage to the enemy would be fun ways to expand upon this mechanic and add more incentive to try out different spells.
Great job!! :D
Thanks for the tips buddy :) We really would like to expand the idea behind the game and add some content in the eventual future
"Holy Shield!" If this were an in-person Jam, you can bet I'd be using that as a meme!
I played a DS game like this once; loved it, loved this! One thing you're missing though: context. If you were going to take this further, I'd want some visuals for the people in my party and the monster they were fighting. At the moment, I'm managing bars and checking data. I'd prefer to be glancing at a piece of artwork that showed the same information.
The pun is intended hahah Thanks for the advise btw, do you mind if i ask you the title of the game you played?
It was called Lost Magic: https://en.wikipedia.org/wiki/LostMagic
Hey, I checked out your game, it was pretty cool. Especially liked the UI and gameplay. I couldn't get the gameplay at first mainly due to lack of instructions. Would love to see this game with a menu.
BTW you commented and rated my game Salvage. It was removed due to reasons, but now it's back up! If you don't mind, could you comment and rate it again?
Nice art and UI, congrats to your artists. I think the game would be less chaotic if it had a bit of turn-based and each party member special powers, but it is just my opinion.
Overall the presentation is really good and there were no bugs of any sort. One of the most polished games I've played in this jam, congrats!
Thank you! :D
As for the turn based mechanic, it is already present in the game, the boss and the party attack on a turn based system, the player instead, can cast heals anytime, this was designed to make the gameplay more dynamic and increase its pace :)
This was brilliant - as others have said, really polished. Looks amazing. Sound design is great. I initially wasn't sure how much impact the spells I was trying were having but I got into the swing of things.
I need to try it on mobile next :)
Thanks for the feedback! We hope you like it on mobile too :D
What a polished game! The simple artstyle and gameplay are really good. As it was pointed out already though, I didn't feel compelled to diversify my spell usage since I eventually sticked with a reliable combination of healing and mana gen. Besides that, it was a simple and fun game that was really well achieved. Good job!
Very precious feedback! Thanks buddy :)
This is a very sleek-looking mobile game with an interesting twist on the RPG-battle formula and neat interpretation of the jam theme. Everything looks polished from the flat, rounded UI design to the cute assets such as the RPG weapons and wanted posters. The gameplay has potential to improves its depth and complexity, as I managed to beat each opponent with a spammable tactic, but for a one-week demo build, this is impressive! Good work.
Thank you for your feedback! :D We are aware of this "spam cheese" however we are already at work to polish and balance the game to push the player not to spam major heals x)
Really clean looking game, and the music meshes really well with the art. The interface feels like it was made with mobile in mind though, so the controls could be a little awkward with a mouse. On the gameplay side, it’s an interesting idea and I definitly had fun playing, but in it’s current form I think it lacks some depth. I didn’t feel like I needed to use some of the spells. For example on the last boss I just used major heal and mana. If the game forced you to learn what spells were needed in which situations, instead of letting you get away with spamming the same ones, I think that would be more satisfying. Great job, very impressive for a single week, I really like how the wanted posters get an outline when you hover over them, the inclusion of an options menu and the names of the bosses and characters giving a bit of personality to invisible actors.
Thanks buddy! You just dropped some very useful feedback for us, we really appreciate that :D