Oh no... another Godot game I REALLY WANNA PLAY, but Godot and macintosh aren't getting along anymore. (I get an infinite loading bar.) Will follow you in the hopes for an update when Godot gets their stuff together. Good luck with the jam! The art is absolutely beautiful.
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ECLIPSE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #13 | 3.955 | 3.955 |
Enjoyment | #30 | 3.318 | 3.318 |
Overall | #30 | 3.466 | 3.466 |
Concept | #36 | 3.500 | 3.500 |
Use of the Limitation | #50 | 3.091 | 3.091 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
4
Software used
Godot, Photoshop, Cubase, Notion, Miro
Use of the limitation
Many applications mean you have a clicker inside your side scroller game.
Cookies eaten
0
Comments
This is a fun and very polished clicker autobattler game that has a lot of content for 7 days!
Pretty game. auto clicker to win lol . I liked this game very much
The art and mechanics are amazing, but I must confess that I'm not a big fan of clicking to collect souls. I would have preferred another way to gather souls, like through time or power-ups... but that's just personal preference. Great job!
The palette, art, concept and sounds are great, but the economy of souls is balanced in such a way that the game is very easy.
I really loved the art, it was a bit slow and after the last extra soul upgrade I found just spamming basic soldiers killed everything including my frames, still a pretty fun experience. good job
Interesting idea!
Having the multiple applications combine two game ideas is a smart use of the limitation, since many games find unique styles by doing exactly that.
The pacing of this game is definitely slow, and I think that the most engaging moments of a clicker game should be those first few hours, but this one seems to really slow down after you get the final soul gain upgrade. I think a part of this may be just from how gigantic the battlefield is. It takes so long for a unit to get across to the boss, combined with the fact that the swordsmen need to carry back any souls, which effectively doubles the size of the field. (It also doesn't help that the framerate tanks after you get a few units going)
Because units have to move back when they collect a soul, it can make all of them floating around after a large fight look more like a punishment than a reward. It can feel more like a roadblock that is allowing the enemies to regain their ground.
I think that this issue could be solved by having a fixed distance between the boss and the players tower, and defeating a boss simply spawns a different one in. You could also make this fit all onto one screen so the player can watch all of the units move and not feel lost as to what is happening. Thinking of games like Clicker Heroes or Tap Titans which present you with different bosses after defeating one, which can feel like progression. (And allows players to fight previous bosses to grind their strength)
Although, I do think there is a lot of room to explore within mixing these two games. Originally, I thought that not having any auto clicking upgrades would make it more tedious, but I realized that the auto clicking is basically your units. Which made me think of how you could get a lot more interesting interactions between the two gameplays. Being able to upgrade your units in ways that gain you more souls is a unique idea. Here are a few simple ideas:
- Upgrade a units movement speed, to effectively get souls faster
- Eventually turns into a teleport souls automatically
- Increase the amount of souls a unit can carry
- When clicking, units become more powerful
- Gain more souls related to the ground you have covered on the battlefield.
Having the fighting gameplay also gives a bit of incentive to holding a mass of orbs, since you can more often make a larger dent on the battlefield by having a ton of units go at once. Which creates a bit more of a dynamic of having to micromanage two different games at the same time.
I think there is good potential here for a new type of clicker game, but likely a lot of experimentation will be required.
The art style was very unique! I liked the look a lot. Its a shame that I couldn't really see the animations due to the limit frame rate.
Managed to beat the final boss by just having the game run while I wrote this review :)
Nice work!
Thanks for this really complete feedback! We really appreciate it :) I think you've pointed most of the issues from this prototype and came with a really good vision on the project and what it could become. The idea of beating a boss giving you a new start position is simple and would be really effective.
We wanted to go for a kindof "age of war" game but we lost it in the process for some reasons. Teleporte could definetly be a spell you can use to get all your minions into the action.
I agree for the warriors getting forward and backward to collect the loots. I've tried a collect at contact but it wasn't so fun neither. It may be interesting to do it by clicking on the item and giving more weight to the clicker gameplay.
We've had the idea to have powers such as zone healing and so on but we ran out of time :)
I'll have a look on the optimization as well, there are a lot of things running in background so... no surprises sadly.
Thanks again for the post!
While the game looks amazing, I got really bored really quickly. Nothing really happens, since my units just kill everything and things happen slowly. Also the game got laggy fast after I decided to spawn a bunch of units.
The game looks really nice! Combining to game genres was also a smart use of the limitation.
Awesome take on the clicker genre! Really loved the overall aesthetic and especially loved the enemy designs. I thought the pacing could be a little quicker as the enemies and units move pretty slowly but that's just up to my personal tastes and me being nitpicky. Again, really great game!
A fun mix of a sidescroller and clicker game with some really cool art. I Loved the monster designs!
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