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A jam submission

Farmer McYoder and the Evolving CastleView game page

Save young Urist from the ever evolving haunted castle
Submitted by Habidakus — 14 minutes, 7 seconds before the deadline
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Farmer McYoder and the Evolving Castle's itch.io page

Results

CriteriaRankScore*Raw Score
Controls#193.6923.692
Fun#413.3853.385
Accessibilty#582.8462.846
Overall#842.9782.978
Audio#882.9232.923
Theme#1092.7692.769
Originality#1182.6152.615
Graphics#1242.6152.615

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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

Submitted

Great entry!  I didn't like the sliding and loved that I could upgrade that.  I think the game was a bit too long, I made it to 15 or 16 (also, I had to stare for a while to read "terminated"), the first 7 levels were fun but levels become so long.  The only real threat was the warping ghosts, nearly 100% of my damage was one warping into me which felt kinda lame.  I'm real torn on how the castle changes, on one had I liked that I got into the rhythm of "there's probably a fast ghost that'll charge in" but it did feel repetitive, especially 10+.

I'm also unconvinced the damage upgrade did anything, maybe it helped but was so outpaced by the shielded ghosts and then warping shielded ghosts, I would have dumped it all into reload speed instead.

Scanning the other comments, I also didn't like the ghosts piled up behind the locks.  An easy fix could have been making the lock larger (or two) so there was a little breathing room.

This is jam and I'm no stranger to overscoping so these are just ideas, again, great job!

Submitted

Solid Game! I really like the procedural generated dungeons...I need to learn how to do that, very cool!  Good luck in the jam!

Submitted

Fun! I would love to see more weapon upgrade variations. I'm not sure if I ever got to a point where the fire pit resistance upgrades were worth it (but maybe it would have been different in a different seed?) Also good job on making all the assets! There's such a hilarious contrast between the look of the cute little ghosts and their death screams that it kept me going for way longer than expected hahaha

Submitted

I wasn't expecting as much as there was from this game! I made it through somewhere around 10 castles. Very nice! Though, I would have liked if the ghosts couldn't camp locked doors

Developer

Every time I do one of these jams, my "todo" list that accompanies the game as it's being made becomes soooo long. One of the items on the todo list was a player power up that could appear that would be called something like "silent keys" and it would make it so that monsters behind locked rooms wouldn't wake when the key was picked up, but rather only when the lock was finally sprung. Sadly, there was so much to do I never got around to adding it (I was still trying to balance the blue "dodging" ghosts up until the very last minute). Thanks for the feedback!

Submitted (1 edit)

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)

Submitted

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!

Submitted

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.

Submitted

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!

Developer

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.

Submitted(+1)

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