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Fall of the Paladin's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #802 | 3.923 | 3.923 |
Overall | #828 | 3.692 | 3.692 |
Enjoyment | #895 | 3.500 | 3.500 |
Creativity | #1258 | 3.654 | 3.654 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Instead of playing as the hero, you play as a horde of enemies trying to defeat the hero.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
I fell through the floor, but kept hitting the knight with rocks from bellow the level. My favorite type of bug. :D
I really like the premise. The minions vs. knight scenario reminds me a lot of Overlord, especially with the red, blue, green color coding. You could do a lot with this: add new minion/boss types, add options to control the minions, more environmental interactions, etc. Just polish up the controls a bit (mouse turning speed is really slow at the moment).
Absolutely loved everything about this game! Controlling the horde fighting the hero is a really fun concept. Throwing in some classes for good measure is a wonderful way of spicing it up - I found myself trying to work out which class worked better (I really clicked with ranger, but then the winning run was playing Warrior at the start and letting the other ranged let rip!). Jumping is definitely your friend!! Sound and VA was super! :D
Managed to clip through the floor once while transitioning from one Kobold to another somehow (what game doesn't do that somewhere?), other than that it felt pretty polished and had a menu to restart the game so never felt stuck. :)
Thanks a lot!
Loved the voice acting.
i W'd this game
Nice concept but not much for gameplay besides running back and pressing attack.
You're not wrong. The initial plan was to have the kobolds feel different enough that you'd have to play differently when you die and adapt to your new situation. We were going to have the blue one have the highest dps out of all the kobolds by far and have an AoE, but also have friendly fire that could kill itself as well as allies so you would have to try to only shoot when the paladin wasn't near your allies, but we realized we didn't have enough time so we simplified it. The red one is the only one where you actually play differently sadly.
Yeah, scope is a bitch in Game Jams. Still, great you managed to deliver a playable thing that people can enjoy.
Thanks!
Would love to see this worked on more! its got some great bones
They all enjoy a healthy amount of calcium
my lizard brain enjoyed this
Nice game and a great concept. Fell through the floor once and couldn't find a way to get back would've been good with some sort of out-of-bounds check.
Yeah, there's one Kobold that causes you to fall through the floor when possessing them at the start of the game. We unfortunately ran out of time to implement a solution.
Really nice and enjoyable. The juice was incredible, the graphics were really nice and you had also really sound effects. The minion's voice lines made me chuckle :D
Took me a few tries, but ended up killing the paladin
good job!
The gameplay is nice and juicy. Sadly I couldn't attack on a controller. I wish the strategy to just straight up fight the Paladin didn't work (I could just kite him as a mage and spam fireballs).
A "How to Play" screen would've been nice, I didn't know you can jump at first. Fun idea, I like the switching between enemies concept!
I really enjoyed this one getting to use the monsters powers when you posses them is so fun and it has a nice challenge to it without being brutal fantastic job! :)
That was awesome!! Really cool concept. I loved being a kobold with my kobold allies and having a giant battle with the paladin. Was a bit tricky since I lost the first time, but we got the paladin after that.
Also I really like the voices in the game! It adds a lot to the immersion. Very well done here!!
I'm happy you enjoyed the voices :)
Just like Diablo, but without the 200hr grind! Super polished. Lots of effort has gone into the immersion of the game with audio and visuals. Awesome work.
Thank you!
Interesting concept and good work on the game. The strategy of going backwards and jumping while the hit animation started seemed to stop the dmg from happening and that helped me complete the game.
The strategy is to get the rock throwing guy, or the purple flame guy and then run backwards and jump. The sword is useless.
The trick with the sword guy is to not jump. The sword hit has a lot of knockback, so you can kite him a bit while the other kobolds beat him up. I like to bop him one before he swings the hammer, back up to avoid it, then move in after he misses and do it again. We actually had to nerf the sword guy a lot because in earlier builds you could literally stand still and trade hits with the paladin and win. Honestly you can still do that because their DPS is pretty high and he gotta hit you 3 times to kill you
Ok. Thanks for the suggestion!
You were right! I just beat it for the first time, and the sword guy was the one that carried it. Thanks for making this game!
The only strategy that worked for me was running backwards while attacking. I would have loved to work with the other kobolds more, but their presence and sacrifice was felt. Nice voice acting. "What doesn't kill you makes you horribly maimed."
0:53 speedrun good game voice acting made me lol
Pretty fun! My only problem its that the hero always targets you, but aside from that its a very good game