Play roguelike game
The Stronghold's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetics | #19 | 3.333 | 3.333 |
| Gameplay | #21 | 3.067 | 3.067 |
| Sound | #25 | 2.733 | 2.733 |
| Overall | #27 | 2.867 | 2.867 |
| Theme | #44 | 2.333 | 2.333 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Cool!
It's an amazing game with good art style
i will play this later when the jam end to the fullest
This is a really cool start. A lot of things definitely needed some more time in the oven but this is a really ambitious project and you got a lot working in just 3 days. The vibe and art style are really cool and if you just had some more time to polish the game and replace some placeholder assets I think it could be really cool!
Wow, you really got a lot done in 3 days!
I liked that you had upgrades and dashes and everything.
I liked the particles when you hit certain things (the vats and spikes and stuff),
if you put that on the enemies for blood with would have added a bit more juice to the combat.Actually some enemies did have this (I think, it might have been from projectiles), maybe put that on all of them, and maybe a death explosion ๐Also when you defeat each boss, it instantly teleports you to the next area and I wasn't sure if I died or if I killed him because he didn't have any health bar either.
Overall though I enjoyed the core gameplay, and I really liked the visuals too! (lots of glowy stuff :D )
Yeah, many people have requested damage particles for enemies for some more oomph, especially when you get a larger blade.
The teleporting to the next area was meant to be part of the theme, "loop", but didn't have full time to develop it.
Ty, 7 mins first time is quite good.
The visuals were really nice — I liked the neon colors!
But in terms of narrative, I felt a bit lost — it wasnโt very clear where to go or what to do.
Since the game was a roguelike, and I was gonna make it much harder (but that makes it worse for new comers), you we're meant to discover the narrative and lore throughout, but lost track of time and missed out. The bottom right corner has a map, and you start on the green square with a flag. If you are getting stuck, you can always go to the guide in the game, (goes to github page with full guide).
Damage indicators for the enemies would make it feel mroe impactful, but thoroughly enjoyed the game and cant wait to see more!
10/10 would be invincible again
Cool game! :) The cat at the end was funny
Enid is a great cat, could nerf her but you cannot die in the game, (bug fixed when game jam ends).
Oh no, there is lore.
Yeah, definitely! ๐ ๐
Love the atmosphere
And I like how easy the controls are.
Wow a bullet hell? Sign me up. Great work Tho I think indicating enemies position would be really great addition since it's kinda dark in the stronghold like a shiny outline.
Never thought about adding an outline. Thanks!
Ty, really waiting for game jam is over to patch the few bugs, keep going.
If you want some help to get sub 2 minute:
https://github.com/DevCyclonekittenTriHex/trihexangulargamesrepo/blob/main/thestrongholdguide.txt
visuals are nice and music is fire, levels were a little confusing but gameplay in general was pretty fun
Yeah, could've inproved the map, it just is there with no player indicator, and the arrows point the wrong direction to the boss (intentional since the map was repurposed from the room generation)
Definitely a neat concept for a game! The layout of the level felt really confusing, and I wasn't quite sure how to interpret the map in the bottom right. Plus, I think it could use to be a little brighter. But overall, had a good time! ^^
I'm a sucker for roguelikes, so when I got in there and started getting all of this randomized loot, I was very hooked. There were a few problems though. I think the enemies are bugged where they only shoot their bullets immediately upon the player entering the room, then just standing around waiting for you to kill them. I think I got a bad level generation seed too, because I couldn't find a way out of the few rooms I got. The map also wasn't changing at all (that's what that thing in the bottom right corner is, right?) Not helped by the fact that the player doesn't spawn out of the door they came through (understandable given the scope of the project and time limit) so it was hard to tell where I was in the building. So, I think I got stuck unfortunately. Very cool idea, though! This was very ambitious!
Yeah, the map isn't very clear, and changes after you finish each boss. Could've added a player indicator.
The enemies not shooting is a bug, fixed in 2 minutes. And every seed always has a path to get out, unless you are a one in a trillion person.
Door thing is a very difficult thing to do, and will be done in post jam fix.
Could've made everything clearer, will add in guide section.