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A jam submission

Siege of the StrongestView game page

Fight enemies and destroy objects to grow in size and take on the boss monster.
Submitted by Exocoatl, VelenGeth — 21 hours, 29 minutes before the deadline
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Siege of the Strongest's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Hello Pirate Jammer, Thank you for the submission. Starting with my experience playing the game. It was fun, I liked smashing stuff and watching bits go everywhere. The enemies were pretty non-threatening, I liked the animations and the overall style. It was cool that you got bigger as you leveled up. It definitely fit with your inspiration of the Katamari series; the level design was even reminiscent of it. The animations fit even though the hit boxes felt a bit weird. The music was cool and set the tone and pace well. The SFX was a good touch but the death sound was a bit strange and kind of sounded very retro. Finally, the GDD you made ticked all my boxes and you executed well on what you set out to do with the time you had. Thanks again!

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1Lzw8AJELz4woA9QAwhhy2x2S22g6Z0hQcvm9TtDg_7Y/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!
Fight against enemies in a destructible 3D environment. Gain experience from defeating enemies and destroying objects to grow in size and take on the boss monster once you reach your full height. Collect powerups scattered across the map to give you a better fighting chance.

Controls:
W/A/S/D - Move Player
Move Mouse - Camera
Left click - Attack/Destroy
ESC - Pause

Please explain how your game fits the theme:
The player is the weapon in the sense of being a creature capable of destroying everything around it. From the creatures attacking the world to every object and structure they are trying to defend. Essentially our idea was the player being a monster that while their goal is to defeat invading monsters it doesn't shy from a little destruction of its own.

Is there anything you'd like the judges to pay particular attention to?
Overall game optimization. In regards to any bugs discovered or even just stutters or lag at points. It was our first time really getting time to optimize a game for a Jam and we had to change a number of features to fit within the confines of what Godot allows for web builds so it would be good to know if what we managed to do has improved the games performance beyond what we were able to test on our machines.

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Comments

Submitted(+2)

Did you folks do the modelling? That's wickedly good for a 2-week turnaround! I really enjoy kaiju battler games so found myself getting real invested in dodging and weaving the enemy dinos.

Few thoughts:

  1. How does it feel when you restrict the dinos from rotating on a dime? If they had to run forward to turn, would it feel like they're circling around you a bit to get in your blind spot? Equally, adding a turn speed for the player would add to this tension.
  2. The attacks land a little sluggish. I'd bet if you remove the frames right before the landed blow keyframe at the beginning of the animation, it'd feel more impactful. Then you want to carry off the rest of the animation as recovery frames. You could add more anticipation frames for stronger, slower attacks, but I think to get a nice juicy feeling from the combat you've gotta link landing the blow really tightly with clicking the button.

Nicely done, hope you're proud of what you accomplished!

Submitted(+2)

I am the strongest!!! Very cute, love the exploding buildings and character designs c: 

Submitted(+2)

What a brilliant game, love it! Fun art, levelling up felt great and slapping the boss was a laugh. Bit tricky to hit the little guys at the start though as they kept knocking me up into the air, crafty!