Isles of Ignis
A downloadable game
You take on the role of a faceless flameling under the employment of Obsidius Blaze, being cloned to help do the dirty work around the island. Obsidius Blaze is the Evil overlord of Mt vile, a volcano on the islands of Ignis. Some flamelings have the jobs of running the restaurant, some of building and repairing the lair, some of preparing the lord's coffee and robes. You however, your role is to defend him, no matter what evil plan goes wrong.
This will be done using traps and turrets to help defend the base, as well as traps built by the overlord himself, in this wave-based tower defence. This will be a large-Scale assault, conducted by the adventurer’s guild, hunting down the villain responsible for causing such havoc!
Please note this game is currently in very early alpha stages!
Although updates will be as quick as possible, a lot of features may be buggy, or not yet implemented! If you come across any bugs, please report them in the feedback form! https://forms.gle/EAjte4ZfFQTQJ9jQA
If you want to become a QA tester, or get the newest updates, join the discord below:
https://shadowduckstudios.itch.io
The Team:
Tylar Warburton- Producer/Tech artist
Faeth Locke - Tech Designer
Cain Wild - Tech/VFX Designer
Jarod Shorrock - Level Designer
Adam Beckett- Level/SFX Designer
Thomas Khameeree - UI Design/Lead QA
Oscar Lavelle - Narrative Design/Balancing/QA
Cameron.McKinney.Prog - BugFix/QA
Maddison Newton (MadPippa) - Lead Marketing / Prop Artist
Tammie aka Soul- 2D Artist/Character Artist
Rose Wadiwala-Smethurst - Character Artist/Rigger
Keiran Robinson - Environment Artist
Updated | 29 days ago |
Status | Prototype |
Author | ShadowDuckStudios |
Genre | Action |
Tags | Comedy, Comics, Cute, Family Friendly, Fantasy, Tower Defense |
Download
Click download now to get access to the following files:
Development log
- About Us - Major Overhaul Per personAug 13, 2024
- Character Creation!Jul 14, 2024
- Mechanic Overhaul!Jul 08, 2024
- Narrative Log!Jul 08, 2024
- IntroductionJul 02, 2024
Comments
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Just played Build 0.7, I really like the idea behind this game and wish you guys success with it.
The art style is charming and level design is both simple and complex with how things were placed down. Can easily figure out the layout of the lair and the minimap helps a lot a well.
Also I loved the music in the main menu, was a nice surprise to bump into when I launched the game.
And the art of the loading screen was cute, nice to look at.
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For some context, I played on mouse and keyboard.
Now for some feedback and thoughts on my experience:
- An option to invert Y-Axis controls.
- Keybinds being changeable. My middle mouse button doesn't always work so putting away build mode didn't always work.
- Music in the main game, again I loved the main menu music and would've loved something as you went around the level, collected resources and fought off enemies by building towers.
- Hammer felt worthless, if it's not meant to deal damage then it should be mentioned in the tutorial or somewhere else.
- The settings have a secondary attack mentioned in the controls section but in the game the button did nothing.
- Finding out where enemies are coming from was difficult... first wave I missed the spawn icons on the minimap and didn't realize where they're coming from. Eventually I figured out that they appear for a couple of seconds. I would love it if throughout the preparation stage these icons stay on the minimap so that I can remember and decide where I want to place down my towers.
- Placing down the towers doesn't always work. There were many moments where I had to play around by moving the structure back and forth until the game accepted the location for me to place it down.
- After losing you get 2 buttons, to restart or go back to the main menu. The main menu button doesn't work and the restart button takes you back to the main menu.
- First time I saw the lava lever I assumed it was to lower the bridge for a while and so when I first purchased it I saw nothing happened and assumed it glitched and bought more. Turns out I wasted my crystals and kept restarting the lava pour. Would be nice if the interaction has something like "pour lava" text or a warning next to the lava locations in text or a symbol that lava pours here. Also a mention in the tutorial.
- I wish the amount of crystals in a cave was better selected depending on how long and how hard it is to reach it. For example I saw I needed to parkour to one of them and another was farther than the others (or felt like it) and they had less crystals than other more easily accessible ones.
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This is what I noticed for now, hope things get resolved or improved upon.
Once again, good luck with the project o/
I'll be looking forward to future updates.
Thanks so much for the feedback! it’s greatly appreciated, and I’m glad you enjoyed the concept! As for the improvements, we will definitely look into those, as they are all very valid critiques.
Thank you for spending the time to play our game and we look forward to seeing you back for future updates!