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Crypt-Defender's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #33 | 3.917 | 3.917 |
| Audio | #74 | 3.000 | 3.000 |
| Overall | #102 | 2.714 | 2.714 |
| Fun | #113 | 2.417 | 2.417 |
| Controls | #116 | 2.500 | 2.500 |
| Originality | #124 | 2.583 | 2.583 |
| Accessibility | #129 | 2.167 | 2.167 |
| Theme | #133 | 2.417 | 2.417 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot.4.5.Stable
Wildcards Used
Autumnal
Cozy vibes and autumn-like atmosphere
Single Location
Use only once location
Limited Palette
Use a restricted color palette
Game Description
You're a necromancer, use your enemies bodies to defend your crypt
How does your game tie into the theme?
Expand your defenses and resources in this spooky halloween (autumnal) vibes all taking place in a single cemetery with a dithered palette
Source(s)
N/A
Discord Username(s)
bespinbob
Participation Level (GWJ Only)
1, This is my first
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Comments
Really cool graphics, cool sounds, cool little sprite characters, but is it possible to win the game? I mean I don't think my skeleton towers ever killed a guy alone ^^' I tried multiple runs, optimising my routes as much as I could but impossible to gather enough firepower to even clear a wave.
Really nice polish but sadly I could not go very far :(
Thanks for the feedback. I have been able to make it round 12 or so myself before reaching a point where the enemies can't make any ground. The wave logic definitely needs a lot more work and overall balancing is very much needed.
I found this really fun! And love the graphics, it feels like an immersive boardgame with dithering filter. One thing that I noticed was that I could use the character sprite to somewhat block the enemies from walking further which you might want to change if you continue working on the game (or not! Could be a cool mechanic to expand on as well). I think I accidentally also upgraded one of the towers but didn't catch how much resource it took/ what the upgraded tower did so having some sort of ui to explain could be helpful! Really enjoyed this entry, great job!
Thanks! Yeah, you can upgrade the towers with 20 wood/stone, 2 corpses & I think 30 or 40 gold, I can't recall right now. The first upgrade speeds up the fire rate and the second upgrades the damage output per shot. I definitely plan to add more active combat if I come back to the game with the player getting spells and having minions that would have follow the player around and would auto-attack nearby enemies. My eventual plan was to make the enemies more intelligent to where they'd actually attack the towers themselves and you'd be actively defending your towers as well to a degree.
Really nice graphics! Love the 2.5D and the dithering. I managed to make some towers but it felt like even gathering all the possible resources and building everything I could, I couldn't hold off the enemies. Maybe a tutorial would have been helpful. Nice work!
Thanks! Definitely would benefit from putting a tutorial together.
This has a lot of potential! The graphics here are really special and I hope you continue fleshing it out, I was really impressed.
Thanks for the positive feedback! I might keep working on it at some point, but I also have like 5-6 other projects I want to continue as well, haha!
I loved the spooky vibes of this game. Really charming and well done on the atmosphere front. That being said, I wish there was a tutorial because the timer at the start began before realizing what I had to do. Did love the vibes though :)
Thank you! I was really aiming to nail the vibes of a silly spooky halloween game and I'm glad that was successful. I definitely plan to work on doing a tutorial if I keep working on the project in the future.
Too confusing, did not manage to build anything, and fell of into the void. Clearly there was a lot of efforts put into this game, but the objective and the building part should be clearer for the player maybe ?
Sorry, I didn't have much time to put a proper tutorial together. I tried to make it as intuitive as possible, but there's a lot of room for improvement.