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Neverest's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1j6deosCAJcDUR_8t5yLuFyb87d4qJFriIVaZAQUfpZk/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Neverest puts the player in the shoes of the terrain itself, playing as a hill that builds up it's defenses over time using it's natural resources. Each terrain option has a different effect on the zombies which are trying to attack the village you house. You can upgrade your turret once and build three terrain in between each wave. Zombies scale over time.
Please explain how your game fits the theme:
Our game exemplifies the principle of the best offense is a good defense. Playing as the terrain which impedes our enemies in addition to controlling an organic turret makes us the ultimate weapon!
Is there anything you'd like the judges to pay particular attention to?
All assets made in house :)
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Comments
Wow this is awesome! Love the claymation art style, very unique! The gameplay is simple and very easy to understand, so good job there. Difficulty curb does ramp up pretty hard, but I'm sure if you really spend some time learning the terrain mechanics it can probably be kind of easy. Upgrades felt good except for the split shot. Maybe for the split shot upgrade you could try having one projectile shoot straight and the other projectile go randomly in a cone? Something to think about. A lot of fun, very charming, great job!
This is such an amazing art style! Very reminiscent of old-school 90's renders, like Little Big Planet, and at the same time looks like claymation. Would be delighted to know how you achieve that particular look.
As to the game, zombies indeed don't mess around, and first stages are particularly difficult, as you don't have much to defend against the onslaught. Wish there could be some music, but still, a great little game!
I'm sorry about the difficulty! we ran out of time to test... for the art I used blender's shader editor and used noise and magic textures with bump maps to change the normals... honestly I just followed a tutorial on how to get the clay look and then messed with it per object. I appreciate the compliment though! Also used a displacement modifier on everything so it wasn't perfectly round/flat. Thank you for playing!
Zombies don't mess around! I was not strong enough :D
I'm sorry! Didn't have a lot of time to test and it was hard to get the numbers right without making it way too easy or way too difficult :p