Fight For The Castle is an engaging 2D beat-em-up game that delivers a dynamic and thrilling combat experience. The game centers around defending your castle from waves of diverse enemies, each with its own unique fighting styles, health points, and damage capabilities. Players will encounter a variety of foes, ranging from quick and agile attackers to heavily armored brutes, ensuring that every encounter feels fresh and challenging.

Strategic combat lies at the heart of the gameplay, encouraging players to adapt their approach based on the strengths and weaknesses of each enemy type. As players progress, they’ll unlock, power-ups, to aid in their fight to retake the castle.

Use "WASD" to move around. Press "SPACE" to jump. Use the "UP ARROW" for a fast attack. Try the "LEFT ARROW" for a slow, heavy attack. Press the "RIGHT ARROW" for a medium attack. Hold the "DOWN ARROW" to raise your shield.

If you see an enemy drop a heart, walk over hearts to pick them up. You can store up to 3 hearts if your health is full. You can press "E" at any time to use one. The blue bar is your power-up meter. When it is full, press "Q" to activate it. While it is active, you do 2.5x the damage.

You can press "ENTER" at any time to skip the messages.

StatusPrototype
PlatformsHTML5
AuthorBrendtay
GenreFighting
Made withUnity
Tags2D, Sprites

Comments

Log in with itch.io to leave a comment.

Man, what a game! There's a lot to say about this one, but I'll do my best to keep things concise. I think that there is plenty to love here: crunchy sound effects, funky music, complementary art styles, and an overall retro kinda vibe that makes me feel like I'm playing one of the beat-em-up classics. All these things (and more) definitely hit the mark when it comes to the "2D Beat-Em-Up" game jam theme, and I think that's realistically one of the most important things to nail. I'll admit I got a bit lost in the gameplay a few different times with this game, I appreciate the rather challenging mechanics as they highly incentivize experimenting with different strategies at various points throughout the game. Wrap all of these things in an easy-to-follow plot with a clear goal, and you've got a superb game on your hands.

Despite all the things this game gets right, it would be a crime not to mention some of the things this game missed the mark on (in the name of self improvement of course):

  • Ending/Final Stage: This game was pleasantly challenging, it took me multiple attempts to get the hang of combat, hitboxes, enemy ranges, health management(really hard actually), etc. So to overcome all of this, claw my way to the final stage, then find myself kiting enemies too closely to the right side of the screen aaaaand... main menu. Now imagine this, like, 5 times in a row. Let's just say it was rough, especially when all I wanted was to see that final boss! Which brings me to the next point...
  • The Bossfight: The final battle. The whole reason we overcame wave after wave of enemies. Visually, he looks great. But gameplay-wise, he might have withstood around the same (if not less) damage as the skeleton brutes. I think he took one single swing at me, smoke filling my screen, but when I check my health bar I received... zero damage? Could be a bug, could be an extremely forgiving hitbox, but after all the other unforgiving design choices (why do hearts totally disappear as I walk over them when I'm about to die just because I'm already holding too many!) it felt, in a word, underwhelming.
  • Bullet Point Three: That's really it. There are some minor bugs, like if I'm at the final stage and walk to the right my health bar/heart count doesn't reset if I choose play again (unless this is intended.) I also notice an almost identical issue when I do the tutorial: I'll fight the tutorial enemies, take some damage, walk to the right to go to the main menu, and when I press play game my health is still weakened from the tutorial enemies (which I hope is not intended!)
  • Bullet Point Four: My actual last thing, which almost isn't worth mentioning but I digress, I think the game would've been even more immersive if the player/enemies were smaller while standing towards the top of the screen and grew (ever so slightly) as they walked towards the bottom of the screen. Not something this game needs, but it would've been a nice touch to better visualize walking into and out of the background, giving the game that extra bit of 3rd dimension that's already being utilized. Definitely something that would've helped on the snow stage, but as soon as you get to the bridge/wall stages it becomes much less relevant (still would be cool though!)

Overall: EXCELLENT game. The actual epitome of 2D Beat-Em-Up in my eyes. A true feat considering the game had what, 3 enemy archetypes? Plus 1 final boss? The textbook example of how something relatively simple can still be so much more than just good. Great job!