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Strange Realm's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #49 | 3.861 | 3.861 |
| Enjoyment | #68 | 3.944 | 3.944 |
| Overall | #377 | 3.296 | 3.296 |
| Audio | #465 | 3.056 | 3.056 |
| Innovation | #527 | 2.944 | 2.944 |
| Theme | #625 | 3.028 | 3.028 |
| Visuals | #695 | 2.944 | 2.944 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You defend your realm by placing reality-bending Strange Places (like sky-ocean fragments and others) onto the grid.
What code and assets did you not make from scratch during the jam (if any)?
Pixel font:
https://assetstore.unity.com/packages/2d/fonts/free-pixel-font-thaleah-140059?srsltid=AfmBOoqaPQJ0Zs6ECqZWIgGHvwglT247b4jnNrlTk2H_WgVAPDBasGK3
How many people worked on the game?4
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Comments
This was a super cool, the combo mechanics were really fun to play around with. Discovering the new combos was really exciting and increased the strategy a lot. I couldn't really read the cards though, the text was very small. Good work!
Thank you!
Cool mechanic design! The combo effects are really diverse and fun. A quick question on the mechanics: why do both buying and playing cards cost energy? It feels like board capacity and buying power should be separate systems. Also, while the combos are great, the random card draws make it hard to plan ahead—adding more player agency would be awesome!
(Small bug: Some buttons and card purchases didn't respond occasionally. Might need a quick look!)
Thanks for playing and for the feedback!
We did think about adding a separate resource for card draws, but decided to keep one shared energy system to make players choose between getting new options or placing them on the board. That said, we agree that players need more control over their deck and more options/buildings to interact with cards, and it’s something we’d explore if we continue working on the game!
Really nice game.
I like the idea of combos between the towersm it’s a cool mechanic.
Great job!
Thanks a lot! The whole idea behind the game was experimenting with combos between Strange Places, so we're really glad that aspect stood out to you
This game is a lot of fun but also makes you THINK. I love how you added the Interaction bar where you cn see what is happening on a field.
Thank you! We wanted players to understand how different Strange Places interact with each other, so the Interaction bar was our way of making those synergies more readable
Very cool card-based tower defense design. The trap debuff system adds meaningful strategic depth, and the decision between the upgrade cost structure forces players to make deliberate trade-offs rather than obvious choices.
Really appreciate that!
Excellent castle protection. I was impressed by the variety of rages and auxiliary elements.
Thanks, glad you enjoyed it!
I really like the combination of tower defense and roguelite. The sprites and music fit together perfectly, the difficulty seems a bit high, but it's playable and fun.
However, the text on the cards is a bit small if you're not playing in fullscreen mode.
Thank you for the feedback! Balancing and UI readability are definitely things we’d focus on if we continue development beyond the jam
i like tower defense game, and yours also really good, i enjoyed playing it! The only problem for me is the text on the card is too small, but overall a great game!
Thanks for pointing that out! We will focus on UI/UX more in our next entry
Good game!
Thanks!
really enjoyed the gameplay on this one!! did two playthroughs, although when I reached wave 24 the challange rift button stopped working :(
for the visuals, it wouldve been good to highlight the selected cards and upgrades with like a little bit bold outline, also the text was way too small on my screen.
Thanks for playing and for the feedback! We will work on UI/UX more!
Nice game!
I like the idea of "Deckbuilding x Tower defense" in general
One negative point(already mentioned by others) is that the presentation felt a bit too static, both visually and audiovisually.
(Thats something I also noticed after this game jam, and I definitely need to improve on it myself as well...)
Thanks for checking it out!