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A jam submission

Caletun: ShadowchasersView game page

Pac-Man Tower Defense Roguelike
Submitted by Caletun — 4 hours, 25 minutes before the deadline
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Caletun: Shadowchasers's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#74861.9922.714
Audio#77621.6772.286
Creativity#85231.8872.571
Narrative#88021.2581.714
Artwork#89851.4682.000

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
1. Roguelikes are Looplike in nature - 2. You need to Loop around the enemies to survive - 3. A Rare upgrade lets you screenwrap! (This used to be a core feature, but it was far too powerful, so I had to make it a rare upgrade instead.)

(Optional) Please credit all assets you've used
The music was created by a friend of mine, ( @MetalFortress14) on youtube, for this project.
Other than 2 Sound effects (by https://pixabay.com/de/users/sunovia-48300994/ and https://pixabay.com/de/users/driken5482-45721595/ ) Everything else was created by me!
..which you can probably tell by the quality of the art...

(Optional) What would you like to be called if GMTK features your game?
Caletun

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Comments

Submitted

I think the laser tower is too powerful (the price could be raised a little), and it works very well to defend the intersection. 

I also hope that the monsters' health bars can be displayed, as some of them have too much HP😄...

Developer

Oh, that's interesting! All of my friends said the laser tower was too weak ^^

Health bars are definitely a good idea - I'll add them in the post-jam update. I didn't get to spend a lot of time on balancing, but I'm happy it's fun regardless

Submitted

i love it nice work 

It feels kinds crappy moving around the labyrinth and waves are kinda tedious to get through

Cool idea tho

Developer

The early waves are definitely a little slow and weak - I didn't want to overwhelm the player right away, but the labyrinth is very large for waves of that size. IMO they get to a good size by wave.. 10 or so?
As for movement feeling bad - I really didn't get that impression. Could you elaborate on what you mean? You always move to the next tile on the grid once you initiate a movement, and I even implemented a button priority queue so you can, for example, start holding down while moving left to move down as soon as there is an opening.

I felt like I got stuck on walls a lot and movement was a bit slow. It's just that when movement is the main thing you're doing it probably needs to feel a bit more snappy, but there's probably not a lot of time for that in a jam.

Developer

I'm.. still not sure what you'd like to see changed, I'm afraid. I do snap the player to the grid to avoid getting stuck on walls. I guess it takes a moment to turn around, because you have to finish your movement to the other grid tile first, but you can just hold down both buttons to ensure you don't miss your exit if you want to make a turn.
Movement is deliberately a bit slower, since I wanted moving to feel more like a tactical choice, rather than just hectic. I want to give a bit of time to evaluate a good path in tense situations.

Submitted

The music is really nice! I also found the gameplay to be really engaging, the only that that would have really helped me is an idea of the towers' range, along with already unlocked towers not appearing as rewards

Developer

I was going to implement a tower range display on placing, but didn't get around to it, sadly.
As for already unlocked towers appearing as rewards: Picking these lets you upgrade the towers to a new level! I probably should have changed the description for them in the upgrade menu, though...