Play masterpiece
Son Of Dwarf Slayer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #16 | 4.091 | 4.091 |
| Concept | #24 | 3.682 | 3.682 |
| Overall | #46 | 3.330 | 3.330 |
| Use of the Limitation | #58 | 2.864 | 2.864 |
| Enjoyment | #81 | 2.682 | 2.682 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
2 and our secret guest
Software used
Unity
Use of the limitation
We interpreted the "Power-Up" theme by removing all balance constraints. The map is scattered with loot boxes that grant game-breaking buffs. Stepping on a loot box tile gives your hero massive stat multipliers—such as +10,000 Damage, +10,000 HP, or granting enough movement range to cross half the battlefield in a single turn. Since each hero can stack up to 3 of these "overpowered" buffs, the strategy revolves around reaching these boxes first to literally break the game logic.
Cookies eaten
8 cookies and 1 apple
Leave a comment
Log in with itch.io to leave a comment.





Comments
this game is wonderful.I love it.
Thanks for the feedback! Could I ask some ideas for the game?
Really entertaining turn-based game with great-looking models and nice animations. The map design is crisp and easy to read. At first, it felt a bit slow with the limited movement, but once I realized it was encouraging you to grab buff boxes and really crank the stats, it clicked nicely. It's impressive how much you managed to pack in within 42 hours. With some extra polish, SFX, game-feel additions, and additional features, I could easily see this becoming a very fun experience. Even something that would work well on mobile.
Thanks for your feedback :D Really appreciate that :)
Visually, this game really stands out in the jam! You’ve provided a great variety of characters and a very solid foundation to build upon. Currently, the gameplay feels a little slow to me, mainly because units can’t move diagonally, though I assume that’s by design. Adding some sound effects would really take this to the next level.
Thanks for the feedback! The game going to be developed in future and will have release :D
Really impressive considering the time constraint! You said this was a demo, does that mean you are planning a full release?
I understand we had limited time, so take these suggestions as things to potentially add in the future rather than a critique of what's lacking.
Various sound effects for the obvious reasons of having feedback for what's happening.
For visuals, I'd recommend having damage numbers show up whenever damage is dealt. Also, would be nice to either have healthbars visible at all times on each unit or show up when hit. If not that then have the HUD show the portrait and healthbar of the units engaged in battle. Anything that'll give me real time update on current health and damages being dealt, really.
Better indication of what powerups actually are doing.
Have the selection outline only highlight the top face of the block rather than all the edges that would be visible to the camera. It's really difficult to know exactly which block I'm selecting with the current outline (same goes for the movement and attack block outlines).
I love turn-based tactics so I'm interested to see how this game develops!
Thanks for the feedback ;D We really appreciate that you all telling us what could be better and giving us an ideas. I agree with you, there could be a lot of better things. And yeah, the game is about to be reworked and finished in future :)
Very well presented, and looks quite polished, runs surprisingly well in browser too. If there was a gripe besides movement speed, I do think a tiny bit more visual and audio feedback in fights/attacks would really make it feel great. Good going :)
Thanks for your feedback! Yeah, agree with you. The reason that we did not manage to add them, since we are living in a different country and for us that was already 2am. Of course, SFX going to be added in future :D
Beautiful voxel art and super polished for a gamejam game. I agree with the previous comments re: movement speed
Thanks for the feedback! As I replied about the movement mechanics advices, yeah we are definitely going to fix and change a lot in future ;)
A neat prototype. Looks very polished. My suggestion to gameplay change is that moving only one tile is pretty slow. Maybe you can have the slow units move 2 tiles, neutral move 3, and fast move 4. It made the beginning feel slow. Still, it's a neat concept
Thanks for your feedback! Yeah I can understand what are you talking about, and i agree with you. Thanks for an advice too though!
Loved the art on this one! Its like playing with legos :D The gameplay reminds me of 'Into the Breach' tactics style. It is very strategic and kept me racing the enemy each turn. It felt a bit slow in the beginning, with each character taking 1-2 steps to reach the first box. But once a powerup was received, the change was clear. Maybe a player could get one more turn after reaching a box to instantly try out the new power received? After defeating few enemies the arena feels silent, if more of them can spawn mid battle, it may help keep the tension on.
GG!!
Thanks for your feedback! One of the most reason the game is so "raw" its because we was trying to adapt it for web build, we got a lot of issues about game optimizations. Although I want to know, do you have some ideas for the game? Maybe some new mechanics we could implement in
Appreciate the effort for getting a web build \(^-^)/. Since the power boxes are important, maybe you could specialize their opening mechanics, like, a particular Orc has the key to one overpowered chest. Or one of the party members has to be standing on a particular tile for that chest to be opened. So players can prioritize their movement and attacks. Into the breach has tile mechanics, like, standing on a Forest Tile make your attacks more effective (since you're hidden). These were all I could think of...
Excited for the final release :D
Damn thats really good ideas though!! Im confident that one of your ideas gonna be implemented in future.
Cool voxel art work! the panning with the A/D key is really - would be cool to zoom in also.- the game is crying out for some audio and visual feedback during fight scenes, as casualties just disappear. Nice work
Thanks for the feedback! We have some troubles with composer so yeah
Yeah, it’s not best build, but it is what it is
Im a huge fan of rts so i loved the game... I love how u can chance the pov, Id love to see it more developed with more buildings, units, etc..
Thanks for your feedback :) The project will be finished in future!
Your project is impressive. The voxel art is fantastic—it actually made me realize how cool this style can be. The core game design is well-crafted, and I'm eager to see how it evolves. I'm surprised you built such a solid 3v3 strategy from scratch in just 42 hours.
However, the UI might have been a bit confusing. I wish I didn't have to press the foot button to move, and it would be nice to see enemy and ally HP at a glance. Overall: It's amazing to create something this in just three days!
Thanks for your feedback :D The UI will be better in future. Just did not have a lot of time to build it properly(
This was fun and really impressive for only a few days! There is a whole load of potential here, for sure!
Thanks for your feedback! What would you like to see in future updates?
I kind of agree with what BakenGamingStudios said, maybe make it a little clearer where you're clicking. That would make a huge difference
Will be done :D
can see a lot of work went in to this. Well done. Would have loved to see more visual feedback, was hard to tell what was happening or if I was clicking the right place. Definitely well done, especially in 3 days.
Yeah the time limitations influenced a lot, that was really hard to do all the models, visuals, and code in 3 days. We worked for 14 hours per day.. Thanks for your feedback though!
loved the design, i'd love to see it with more time of development
thanks mate :) Yeah, we planned to polish this project in the future and add more unique gameplay, but right now we're busy with another project
Eerie vibe
does it mean its good or needs some changes?