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Sacrifice Tower's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #91 | 3.000 | 3.000 |
Use of the Limitation | #101 | 2.636 | 2.636 |
Overall | #103 | 2.727 | 2.727 |
Enjoyment | #104 | 2.545 | 2.545 |
Presentation | #110 | 2.727 | 2.727 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
TitanDroide, game designer, TiTanREDS21, artist
Software used
Unity, PixelEdit
Use of the limitation
The theme was used as a mechanic and narrative element Limitation was used in deciding the genre and as a narrative element
Cookies eaten
15
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Comments
Nice game! The art is really good.
Niiiceeee! it was fuun! good job! :)
Great start! The punchy pixel art graphics are enticing and the enemy behaviour is predictable enough to make for some interesting combat decisions. Unfortunately after my first death, my character was stuck in the "death" slo-mo state, rendering my second attempt unplayable. The time limit is definitely tough, but one of the keys to roguelites are quickly resolved gameplay loops so the player can learn best strategies through trial and error. I really enjoyed it otherwise!
Quite a nice game! The movement and shooting are quite nice! Wish the enemy bullets were slower so you could dodge them easier. This game was pretty fun! Nice job! :D
I was impressed, what the game presented me in the first place. The graphics and the gameplay seemed very steady, it is an interesting camera behaviour and the game is haaard, I like that.
Sadfully, the game kept me slowed down after I respawned. Not sure if that was intended to serve the limitations?
Sound would have been nice, but I totally can understand, that here lied a great focus on the graphics I want to totally appreciate this.
This game is very ambitious for such a short time, making the art and rooms must have been a lot of work! I think the art is the strongest aspect and having a boss battle is pretty cool!
That said, I ran into a few technical issues with the web version (the game starts to lag after restarting), so I could not play it to the end yet. Roguelikes are not easy to make, so I think you did a pretty good job given how little time there was!
pretty cool game, art is nice, however lack of SFX is not optimal. also noticed that the crosshair doesnt point to where the magic actually goes, which is kind of annoying. i still think the idea is very good! the gameplay just needs some fine tuning
I'll echo what the others have said about the game, needs some feedback when hitting enemies, but good job nonetheless.
I liked the design on the level and enemies. I think there are some good game design ideas in here as well.
It could use some more polish, as you said in the description. Some sound effects, and greater impact when dealing or taking damage would be nice. I also found that it took so long to fill up the mana gauge that I didn't get to use the special spells.
I also encountered a few bugs with rooms not loading, and I defeated the big wizard, but it didn't seem to do anything?
I still enjoyed my time with it, and I hope you continue making games and improving in the future. ;)
Great job you guys, this is really cool. There are a few bugs that prevented me from finishing my play through but I really enjoyed what I was able to experience.
Your art style is absolutely awesome, and I really liked that your wand/staff points where you're aiming and that it has a cute reload animation.
I really love the way rooms unveil themselves as you walk into them. My only critique is that it's hard to know if you are hitting an enemy when you shoot them, maybe add some sort of feedback for the player when their spell hits an enemy.
Thanks for your comment Arcrutus, we will polish the game in the future and we will add your suggestion