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A jam submission

CLERICKILLView game page

Fight your way out of the dungeon with a mace and a single light spell.
Submitted by Kent
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CLERICKILL's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#74.0004.000
Concept#114.1674.167
Presentation#114.2084.208
Use of the Limitation#143.9173.917
Enjoyment#153.7083.708

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Kent. Hunter.

Software used
Godot 4, Aseprite, Blender, Audacity.

Use of the limitation
The Light spell is used to fight the enemies and find your way around the dungeon.

Cookies eaten
8 fritters

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Comments

Submitted(+1)

Antisonon/Mallvo really enjoyed the game, so I decided to check it out.
And I gotta say, it's a fun experience. The Light orb being so critical and it's interactions made the enemies feel special, and made situations I didn't expect.
Like getting trapped down the corridor, effectively doomed, because I didn't shoot out the orb in time to stop the knight from obliterating me.
Or just seeing a room filled with 3-4 enemies, ominous eyes in the dark, and needing to ready up and attempt to kite them while navigating. Or breaking a knight's poise for the first time from behind, having that eureka moment.

There's a really strong concept here. I could see something more if you ever decide to explore it. Solid game mate.

Submitted(+1)

Solid job. Great presentation and unique style. Nice use of retro elements in the graphics, gameplay and screen layout. Seen some quality works out of Godot in these jams.

Submitted(+1)

First of all, stellar use of the limitation. Not only in the obviously great gameplay mechanic, but also in the other ways the theme can be interpreted (Paladin).

I really, really like the game feel. Scavenging for good dungeon crawlers like this isn't easy! A lot of games in this genre offer weak gimmicks, and/or fail to offer you enough tools to deal with your enemies. A great example is Hexen II, a game that by all means should be a great of the genre but has so few ways of dealing with ranged enemies as a melee-oriented class that you simply have to take mandatory damage at points. Like the Quake it was based on, but only with the melee weapons.

But I digress. This game is the opposite of that. Each of the 3 enemies require different strategies that revolve around the effective use of your melee and your throwing light. It was very satisfying figuring out how the robot is bested. This strategic AND innovative approach to first-person dungeon crawler combat is a breath of fresh air.

The art is also superb, and helps sell the feel really well. The only minor issues I have are with the sometimes unclear minimap and a lack of a suitably dungeony tune to accompany your dark voyage. But of course, none of that is a requirement in a game jam game already this polished.

On the controls end, it's mostly excellent but the double esc for volume control is also a bit weird, maybe it could've been another key? Also, the game, the light mechanic might be liable to being misunderstood by a few players? I don't know, wasn't an issue for me but maybe it's something to think about.

Amazing job all around! Please take this forward. I would buy it immediately. There's such a dearth of good, handcrafted games like this that we end up being down to Lunacid and... Dread Dimension? The latter of which isn't even in the same genre.

Submitted(+1)

this game is so satisfying i love smacking around the enemies, i liked the concept! greatt job :3

(+1)

Remember me of TES: Arena. played on dos-box.
Really cool style, scary sometimes.
Is the level procedurally generated ?

Developer(+1)

Yup, it’s procedurally generated! Although it’s a bit shallow, since it only regenerates room layouts, enemies, and player/goal position.

(+1)

Still, is really nice.
Procedurally generated stuff sometimes get hard to mamange. Impressive.

Submitted

Great concept, very fitting! Had a lot of fun discovering how to beat the enemies.

Submitted

Great game!

Submitted(+1)

This was super neat! felt like a real *dungeon* crawler, the pitch black lighting and dangerous enemies really give it a tense atmosphere. The lightball mechanic feels fun, unique, and juuust clunky enough combat is stressful, again adding to the desperate tone. I really liked how each enemy had a weakness that pertained to the lightball as well, though I could never quite figure out how to 100% safely kill the bird mages. distracting them with a lantern works but it seems like they can still damage you in melee range, unlike the stunned living armour. Fantastic work, I had a great time with this!

Developer(+1)

Ah!

Here's a hint... You have to attack them during the light "absorb" and "shoot" animation which happens after the lantern breaks. They are technically "passive" when they are attacking the lanterns, and passive means they always use the talons, otherwise you could just run up and attack with no technique required.
Submitted(+1)

Lovely Idea, love the mace mechanic and the art is great!

Submitted(+1)

I usually don't download game from itch, but I made an exception for this one, since the web version was lagging. The visuals on this game are stunning. It took me back in time with its retro feel. It could use a tutorial,  but with just a bit of playing I figured out all the controls. I really like the variety in enemies (the birds are my favorite xd), and the way you implemented a health bar. Also +1 for using Godot :D

Submitted(+1)

Fighting with the light in this game was so fun! Im happy you have a way to incorporate light in a fun way! A lot of games that make it hard for the player to see cant make the game that fun, but you guys did an amazing job with this one!

Submitted(+1)

feels amazing, everything is so well put together, love it <3

Submitted(+1)

Really cool game! It has an amazing art style, i love it!

Submitted(+1)

Very enjoyable once you figure out how to hit the ball of light. It could use a hint or something to let you know.

Developer

You're right, the controls of the light magic wasn't very intuitive... It was a bit of a last minute implementation to have a "personal" hovering light that you hit, so the controls are very all-in on the right click; I can see why you'd have a bit of trouble figuring it out. Thanks for the comment and playing!

Submitted(+1)

INCREDIBLE!!!!

It took me a second to understand how summoning the light works so my first run was just with the mace and I was very lost, but then I learned the art of "Light Baseball Frisbee"

I loved the learning process of finding out how to fight each enemy, especially having to use the recall on the light against the knights to get their unarmoured backs! That one got me so giddy :D

Additionally the art is all spectacular! The character render on the side is amazing I adore how the (I think) Vampire's eyes glow in the dark!

Amazing job!

Developer(+1)

I'm so glad you figured out how to fight the shadow knight! (I actually pictured just an animated suit of armor being puppeteered by shadows but calling it a knight is cooler ^^.) I was really worried no-one would progress to that point.

I spent a bit too much time on the character render(I don't draw characters very often,,,) and when I placed it on the HUD, it felt slightly off at first. It's nice that you appreciated it! There's a couple more enemies unimplemented but the Living Armor and the Lighteater(Bird) were the ones I focused on the most because they seemed the coolest.

Thank you for playing my game and experiencing it!