Oh this is so old school. Including the clunkiness. The crazy camera work, the debris that trap your step (collider problem), the enemy animations, lol. Despite of those, i love how the game plays. running around, let the enemies get into your trap and then powww. They are too high health though. Expecially the higher level ones. Need like 5 to 10 traps to actually make them down. Otherwise this is a good concept game. Expecially when you get to set your traps. And i love how gamepad works better in this game than keyboard. Overall remind you of those old games. Good submission, dev!
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SANCTUARY: IOVELA's itch.io pageTeam members and roles
Nully (solo) - Moirexstudio on itch
How did you interpret the themes?
SANCTUARY: Iovela combines brawler combat, active tower defense, physics-driven puzzle play, and horror on the same battlefield.
Trap placement shapes enemy movement, while direct combat, environmental physics, and the tethered iron ball let you manipulate that defensive setup in real time.
The horror comes through the setting, enemies, atmosphere, and constant pressure of defending the cathedral gate.
What are you entering?
Engine and tools used?
Custom web engine / runtime: Phaser 4, Three.js, Rapier
Art / 3D: Blender, Krita
Other production tools: Codex, Bezi, Pre-existing Suno-generated music
Road to GDC
Consider my game for the Road to GDC prize
Bezi Challenge
We used Bezi and want to enter the Bezi Challenge
Synty Challenge
Enter my game in the Synty Challenge
Which Synty assets did you use?
Selected assets from: POLYGON - Dark Fortress POLYGON - Dungeon Realms Fantasy Skeletons - Sidekick Modular Characters POLYGON - Halloween Horror Masks ANIMATION - Sword Combat INTERFACE - Fantasy Menus Only selected assets from these packages are used in the final game.
CrazyGames Challenge
Enter my game in the CrazyGames Challenge
Fan Art Artist
N/A
Fan Art Process Video
N/A
Where can we find your Fan Art?
N/A
Submission Confirmation








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