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Godot Version
Godot 4.3
Wildcards Used
N/A
Game Description
Farmer McYoder's child has been kidnapped by ghosts!
How does your game tie into the theme?
Every wave through the castle both the monsters and the path through the castle mutates and grows more challenging. Fortunately Farmer McYoder can also grow stronger.
Source(s)
https://github.com/Habidakus/iteration-ambush
Discord Username(s)
Habidakus
Participation Level (GWJ Only)
3
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Comments
SFX were making me crack up, lol. I'd say cut down the initial reload time and have the ghost start with more hp. It's more satisfying to be able to use your weapon more often. I also felt like there was not a lot of counterplay for the teleporting ghosts (could be a skill issue)
The SFX is on point! Hahaha! It's a simple game to understand, I even thought for a moment that it would be a very easy game, but the 'evolution' of the level was neat! Really fun game to play
Nom Nom Nom, congrats!Nice. Elegant. Straightforward. Felt pretty complete. I didn't notice any bugs and I liked the audio and visual feedback when I landed hits. All that's left is a bit of animation, fancier textures, and maybe some different types of enemies.
Nice submission! I really liked the controls - they are pretty smooth, and I liked the sliding. I was even surprised when some upgrade suggested removing sliding - not thanks :D
I like the idea of the map "morphing," but it becomes too repetitive - like almost the same level every time. I think if you make different spawning locations, goals etc. every time - you'd hit both "morphing" and make it less repetitive.
Well done!
Oh, the "grand idea" was that it was the same path each time, but with brand new rooms with new monsters inserted into the path each time. You'd learn the mutations on the monster you met before ("oh, this is the room with the speedy blue ghosts, so I'll need to fight them in hallways") and meet the new monsters in new rooms to learn about them before they grew more powerful on future mutations.
Sadly I didn't get enough rooms or terrain variety in the game before the deadline (I promised myself to make all my own assets - foolish, I know) so it's not as apparent that the castle is growing, as opposed to a very repetitious procedural dungeon.
Making own assets is harsh :D I also made all the visual assets for my game for the first time, and took way more time and effort than I planned for :D