Interesting concept with a rather charming art-style. Unfortunately I had to keep referring back to the description on the web page to figure out what the buttons did. It would have helped a lot to have some hover-text or something with the descriptions in-game. I would've loved some more variety in the castle too. After a few cycles, it all felt very same-y, and I started just running past the enemies. I did enjoy the music, especially when opening the game and transitioning to night.
Play game
Castle of Decay's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #35 | 3.000 | 3.000 |
| Audio | #58 | 3.000 | 3.000 |
| Controls | #81 | 2.769 | 2.769 |
| Overall | #87 | 2.758 | 2.758 |
| Fun | #96 | 2.462 | 2.462 |
| Graphics | #99 | 2.769 | 2.769 |
| Originality | #100 | 2.769 | 2.769 |
| Theme | #109 | 2.538 | 2.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.5.1
Wildcards Used
Combine two game genres
Use darkness/night as part of your game
Items and/or Skills in your game can have modifiers and upgrades
Game Description
Level up during the day and enter the Castle of Decay during the Night
How does your game tie into the theme?
The Castle of Decay is decaying
Source(s)
N/A
Discord Username(s)
AnonymystLLC
Participation Level (GWJ Only)
28 I think
Comments
Thanks for playing, yeah I really wanted to add some descriptions in the game, but as it is designed for mobile the hover doesn't make sense so need to think how to do this.
I wanted to add different types of rooms wall designs to make them feel different and could be used to block the shooter etc..
Also I actually built in a prestige mechanism to reset the castle and stats with bonus to experience gain and difficulty but didn't have time to implement it.
There's some kind of old-school vibe here, I think if you refine the project, then it's quite a cool place to go while you're going somewhere or something. I liked it overall, I love the increasing numbers. The buttons are not entirely clear, you need a pop-up window or something, but in general, I managed to figure it out using the click method.
Good one!
Mouse-only controls make sense for the mobile aspect ratio, but I was kind of missing a little WASD action. Otherwise, pretty cool!
This was a really cool fusion, I was surprised how well it worked! In rooms with a lot of enemies it could sometimes be hard to make out what was happening, as well as distinguishing between player and enemy attacks, but after a few untimely deaths, I learned my lesson and played it safe. It was cool realizing new walls opened up, and finding the power-ups, I spent too many rounds early on assuming I needed to keep unlocking things to get the additional abilities, I wonder if having some wall decay animation early on would have helped. Regardless, great job, I really enjoyed it!
Thanks for playing and the kind words.
I agree that the coins/monsters become hard to tell apart and will need to find a way to account for this on update.
I wanted to include some sort of guiding element if you cannot find the changes after a while but purposely didn't do animations although could change that on later release
Thanks again
Thanks for playing and for providing your feedback.
I want this to be playable for mobile - final target destination, you should be able to full screen to see the pixels better.
I wanted to use small tiles to give it the rogue feel, most of the tiles/monsters credit goes to:
https://vurmux.itch.io/urizen-onebit-tileset
I did add some art myself though
Reminded me a lot of A Dark Room. You got a lot done in a short time, nice job. It's also great to see another mobile friendly game.
If you keep working on this here's my suggestions:
You need more explanations- I think ExpPts Collector unlocked the next level Haste but I'm still not sure? Cost so you know if you just need to wait longer, or you've maxed out. Item pickups like the pick axe should let the player know what it's for. I still have no idea what the difference between P and EP is, or even what they did for me.
Make it harder, I didn't even know there was a hearts/life system until the button came up.
Like vennnot said the castle loop needs more variation, not just layout but monsters too.
I think generally you need a bit more connection between the level up and castle loops, maybe a results page which could also add to the explanation.
Thanks for playing and your comments - For now will add the descriptions on the main page (would have made more of a intro if I had more time). Later, I will improve the description and provide a better feedback on your return, before releasing to mobile.
There are different types of monsters and upgrades - you should have gotten the hammer at the second stair case / boots on the second.
The difference between the p is that is 1 experience point where as the first EP is 5 experience points, next is 25 and so on
Thanks again for playing


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