Play game
Castle siege's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #2727 | 3.500 | 3.500 |
| Creativity | #6652 | 2.812 | 2.812 |
| Audio | #7263 | 2.188 | 2.188 |
| Narrative | #7841 | 1.875 | 1.875 |
| Enjoyment | #8533 | 2.094 | 2.094 |
Ranked from 32 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?
it is a turn based tactical game.
(Optional) Please credit all assets you've used
see description for full credits
(Optional) What would you like to be called if GMTK features your game?
Artoprog
Leave a comment
Log in with itch.io to leave a comment.





Comments
Hello Mr. Artoprog very nice game, I'm sad I cannot rate it
At the beginning i struggled a bit to understand what i had to do but once i understood i really liked the puzzles. And i loved the artstyle, very well made!
Thank you for playing and enjoying the game. I understand that it was a bit hard to understand at first.
Very fun puzzler, really enjoyed it! If you keep working on the game, I think keybindings would be a nice addition! (to switch between actions)
I plan to support as many consoles as I can (PC, mobile, switch?). But yeah keybindings would indeed be nice.
The controls were bit difficult to use, but otherwise nicely done coherent game! I appreciate the puzzles were very approachable too.
I really liked the artwork and music, very fun and clever puzzle game! Was a bit confused at first, wish the game had a way to distinguish enemies from allies.
Thx for playing and the feedback
It was a bit problematic at first to understand what to do but after a few minutes I got the hang of it. Plays well and looks polished!
Thx for playing, I understand the confusion.
I had a lot of fun playing this!
This was a fun puzzle game. I think the main issues are ones of UI/UX. It can be hard to tell what's going on a lot of the time. The swap action button isn't clear if it means "currently Moving" or "click this button to go into Move mode" - and if I'm understanding it right (which I might not be), it's also bugged in that it doesn't always show the correct currently selected unit's action (Convert/Attack/Poke). It can also be a bit hard to distinguish what team each unit is on. If you fail a level there's no way to restart. And finally, the sound effects are a bit loud compared to the music.
This all said, the actual puzzles (up to level 4; I accidentally messed that one up despite just about having the solution, and after being booted to the home screen didn't feel like playing the same few puzzles again) are really cool, and I love the concept of "fantasy siege as puzzle game" and how all the different units interact and have distinct roles that lead to mechanically interesting puzzles.
Thx for playing and enjoying the puzzles despite the confusion.
I definitely underestimated how confusing the UI currently is.
Cool mix of like strategy games and puzzles. The monk’s ability especially I thought was really interesting. And very good use of the asset pack!
Thx I've always wanted to make a game using the asset pack. So I made the game around this instead of finding assets that fit my game mechanics.
That's a really cool game. I love the look. Maybe you could try my game, too.
Will definitely try out tomorrow
The visuals are very nice, but I never managed to figure out how to tell enemies apart from non-enemies (maybe they could be visually distinguished somehow?), and I didn't fully understand the goal of the game either — it seems like someone is supposed to reach the tower, but not necessarily everyone. I think if there were more visual cues, or like a tutorial, it would be straight fire :)
I understand the confusion, for now enemies have a different faction color same as the tower at the start (when you reach the tower is changes color to your teams faction) and also the enemies look in a different direction.
The game currently in this submission has a bug where not all the units that reach the tower get send to the next level to be used. I fixed the bug but I can't resubmit it because of the review phase.
Thx for playing
fun once I got the hang of it, but like everyone else I did find the ui confusing initially unfortunately
Yeah sadly had no time. Next jam I might be focussing more on game clarity instead of polished visual gameplay.
Took me a while to understand how the monk worked on that second level and still got confused with the action button sometimes, but there are good ideas to expand upon and the artstyle is really cute, could see myself playing a while with very small improvements!
Thx for the feedback and for playing. The time crunch was real, if I had more time in these 4 days I would have made better choices for the clarity.
I feel you 🤝 we also fell short on tutorial and in-game explanation
The game is pretty good and makes for an interesting turn based experience. I really liked the visuals, and the audio fits the game well.
At first, I found the controls a bit confusing, and from what I understand, I wasn't the only one. The biggest source of confusion for me was the UI. When I saw the Move button, I expected my character to move immediately. It took me a moment to realize that pressing the button actually switches your action to move mode instead. I also found it a bit confusing that I could select the enemies, since I wasn't sure whether that was intentional or if it had a gameplay purpose. I think making these interactions a little clearer would help new players get into the game more easily.
I also liked the variety between the different characters, which keeps the gameplay interesting.
Overall, it's a pretty good game. Nice work!
Thx for playing and enjoying it. I understand the feedback and this is something I will have to work on before maybe releasing a full version.
I have some ideas already for how I can make it better/cleaner.
Very interesting game ! the visuals are appealing !
Very interesting game. I struggled with understanding how to play the game a bit, but eventually understood and had a fun time sieging the castle. Hope you can check out my game too!
I will for sure check out your game. I didn't really want to add a tutorial so I made the first 2 levels a bit like a tutorial but that you (the player) have to solve yourself. After that you should be able to understand most mechanics.
Thx for playing.
Good entry, I like the interpretation of the theme and the general vibe of it is good. Only one thing: since whenever to make a move the turn timer automatically goes down, I'd remove the end turn button because in my first run (not knowing what to do) I cliked it a lot of time losing may turns.
Beside, this feels like a very polished game, good job :)
Thx for playing and the feedback. I think I added this because you can get stuck (had no time to fix the bug/ fully fletch out the features). Also added it as an option for when you convert units and want to wait use them first.
I liked this game. I feel like the UX could be better, indicating better which action you are selecting, but that aside, it was fun playing it.
Thx for playing, I agree on the UX it is very bad and rushed. Only had mornings and late evenings to work on my game. I am happy that you enjoyed it.
Nice idea, although it did take me a while to understand what was going on. I think the game would be easier to understand if the button displayed the currently selected action, and maybe if it only appeared after selecting a unit. One last nitpick: I personally would have preferred it if the units controlled by the player were always the same color.
Still, good job on the submission!
Thx for playing and the feedback. Good suggestion about the player always having the same color. Did consider adding that but chose not to. Maybe I'll add the option first time you press play or every time.
Very cool take on puzzle and RPG games. Switching between attacking/moving did become a bit of a chore. If you can iron our the experience for that would go a long way. Looks great too!
Thx for playing and the feedback. Any suggestions on how to make it less tedious?