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A jam submission

LairkeeperView game page

Tower-defense meets Vampire Survivors
Submitted by kunic — 4 hours, 53 minutes before the deadline
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Lairkeeper's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#24.5454.545
Audio#43.4553.455
Overall#53.4363.436
Fun#63.1823.182
Gameplay#73.0003.000
Theme#173.0003.000

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host(+1)

This is awsome! Played it on mobile and like a solid 20 min but dead in 6th lvl. We need more of this

Submitted(+1)

Great idea for the game jam. I really enjoyed it, but sometimes my people would get spawned in the walls and get stuck. but overall really good.

(2 edits) (+1)

The core idea here is excellent, it needs some refining of course but for a jam it's great. It felt like a unique concept and while a bit too slow and too easy the idea is definitly one worth continuing. The art and feel is spot on. Well done!

(+1)

Fantastic vibe to this! 

Gameplay is a little bit on the simple side for me, but I like the concept of having no direct control of movement/placement. Almost plays like a mashup of Idle games/tower defence

Submitted(+1)

I liked the game very much, the visuals are absolutely incredible, I really like this style. But from the gameplay point of view it is quite easy because you can spam the last ability and you can say that you don't need to think and the waves are too long according to me. But I really liked the game and I'm waiting for the full version, I hope everything works out for you)

Submitted(+1)

Art and sound is insane, very polished and professional. I wish there was more room for decision making and strategy though. As it stands you can spam Skeletal Army and Royal Exhume whenever you can afford them and reaching Wave 6+ becomes trivial. Would love to see this game develop and reach its full potential 

Developer(+2)

You will eventually get overwhelmed (I think wave 10 is around 500 heroes spawned, one every 0.1 seconds), but yeah the strategy is lacking too. Learning Godot was trickier than I expected as I had to unlearn over a decade of Unity habits, so I had to pull back on my initial idea. What I had planned to do was give the player something like 6-9 different abilities that’d randomly cycle as you gained experience and leveled up (from killing heroes). That way you’d’ve been forced to play with what you had instead of just spamming the best abilities.

I’m strongly considering making this into a full game. But I think I need to go watch some more godot tutorials on how to best structure a project for workflow first 😅

Do it

Submitted(+1)

YOOOO THE ART STYLE SLAPS

Really well done overall, its super polished

One thing I will say is: its really easy, which lowers the risk/reward and satisfaction of making decisions within the game.

Developer(+1)

Thanks. I dig this art style too :D

As for the difficulty, I unfortunately didn’t have the time to properly balance things. Right before publishing, a single Warlock was basically unstoppable, and a Barbarian (axe guy) would take out like 30 units on his own. So I halved pretty much every units health and damage dealt. I probably tuned everything too much, but I’d rather a jam game be too easy versus everyone failing on Wave 2. If this had been a 7 day jam I suspect it would’ve felt more like a tug and pull.

Developer (1 edit)

Used this jam as a reason to finally learn Godot. Been on Unity for 17 years and have been wanting to try it for awhile now 😼

As for the theme - floors are linked together. I couldn’t fully execute on this idea so it looks hollow, but the original goal was do to something like the Slay the Spire map where there’s 2-3 rooms per floor and you’d have to juggle skeletons between them. They’d’ve been linked in a way that made that easier.