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Siegeturtle's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1432 | 3.556 | 3.556 |
| Artwork | #1459 | 3.778 | 3.778 |
| Audio | #2836 | 3.000 | 3.000 |
| Narrative | #2929 | 2.556 | 2.556 |
| Creativity | #4127 | 3.222 | 3.222 |
Ranked from 18 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?
The core gameplay is built around a loop of progression and rebirth. Each run sends your turtle back to the starting point, beginning the journey home once again at level 1. When you’re defeated, you return stronger, unlocking allies, and abilities that help you push further next time. This loop of battling, upgrading, and restarting forms the heart of the game, reinforcing the theme both mechanically and narratively.
(Optional) Please credit all assets you've used
Full credits in-game. Music and sounds not by me.
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Comments
I absolutely love what you've created here, from the characters to the idle gameplay loop and everything in between! I have it running in another window as I write this, still grinding to level up my turtle as much as I can, with my squad of 1 platypus and 1 seal as we go (so far!)! I can't fault it, and am going to keep enjoying it, one of my absolute favorites of the jam, well done on the fantastic work!
Thanks for playing and for the kind words! Haha and yasss platypus and seal party!
Got a Unicorn and the squad made it home since!
That's awesome! I love the unicorn too.
I remember you from the Brackey's storm game jam! We traded feedback! Another great game you've delivered here! I played for more than an hour (completing the first 200 in about 40 minutes), and truthfully I didn't even want to turn it off. It's that good. I've played at least a hundred hours of clicker heroes in my life, and this game feels like a solid reimagining of it. I was getting so flooded with number go up dopamine that my game design brain turned off at some point.
I do have some feedback from before the brain turned off, now I'll get to writing that out, and see if that turns it back on. So: I felt a little overwhelmed at first with all the panels and options on the screen when I first started the game. Totally fine for a jam version, but I'd advise unlocking or "unfolding" those panels a little more when you go for a full version.
The tiny quest system really helped me find my bearings, and did a good job of setting tiny goals for me. I think in games like this and Clicker Heroes, they're so hard to turn off because every time you set a tiny goal, and get a boost in power, or scale a wall, it feels nice, and you immediately get railroaded into another tiny goal. I think that's part of the key design to keep in mind. It's fun to have or get a goal, complete it, and get rewarded.
I really liked the movement speed system as a sort more dynamic system than what Clicker Heroes has for monster reduction per zone. I think it's a really solid idea. And the strategies around it work well. In terms of balance, I suspect strategy-wise, as soon as you can kill the first dungeon boss consistently (i don't remember if that's what you call it), it probably becomes best to die fast and rush distance, and scale that way. The level 1 boss gives so much SP!
One thing I didn't like was that I had no frame of reference for how strong the second boss was. I think maybe you can add a string with like recommended distance, or maybe something like "Strength compared to you: weak/impossible/whatever", to give the player an idea before they click. I never managed to defeat him.
This is getting a bit long, but there are two more things I want to talk about!
The first is the SP system, I didn't like that both passives and abilities draw from SP, but are in different sections of the game. I'm not sure how you would want to solve that. But I want to be able to use my monkey brain. These are my options in the screen, this seems best, click. But in the current system, I would be disregarding either passives or abilities, depending on what menu I have open. I don't like that I have to close one menu, open another, remember the first menu, then evaluate, then click.
Lastly, and this is a personal preference, the thing I like most about idle games (and clicker heroes) are unfolding systems. Unlocking new layers to progress in, that helps me progress through the game, maybe on some new axis. A new resource to be gathered, heck it could even be a second mini game, whose results boost the main game. Ascensions and transcendence in Clicker Heroes are I guess examples of that, with souls being a new currency, and then another new currency for transcendence. I think your game could really use some more systems like that for a full game version. Unfolding and exploring a new mechanic makes the game feel really fresh. I like the boss-gives dark matter thing! That's a good example of what I mean.
Oh and the final thing. I misunderstood the button above the attributes. I didn't realise it was a button at first. I thought it was a thing that turned on because I hit 100 STR, and didn't realise I still needed to upgrade it.
Anyway, loved it! Wishing you well !
Hey Chezuss!
I remember your game from Brackeys too, it was great fun! And I also see you made a game about trains, which was in one of my ideas for the loop theme too - that is awesome and I can't wait to give it a go!
Woah I really love your feedback, and also grateful you took the time to dive into your thought process, it is massively appreciated!
Agree with all the panels on screen at the start of the game.
Good point on the tiny quest system, it was a last minute add and I will enhance it further in the full version!
Also yeah I wanted to get more input on the organization of passives and active abilities and am glad you pointed out your playstyle and how the game can cause some pain points with it!
Glad you liked the dark matter system. I planned to add Fishing but had no time, and other mechanics that give currencies. :) So thanks for that! I will also be adding an Equipment System with a new currency called 'Essence'. Equipment will boost your attributes, but also various stats like Drop Rate and Damage Reduction%.
And also thanks for telling me about the enhance button (above attributes). I added VFX to show that it is clickable, but it seems it wasn't clear still, so I will add a different animation.
This feedback is gold and once again, really big thanks for such a deep dive and detailed thoughtful feedback! I will update the game to address all of these post-jam!~
This was a lot of fun. We've played over 50 games, and so far this is our favorite of the jam. Beautiful art. Cute characters. The upgrades were diverse and gave lots of options on how to play. We kept playing a bit after getting to the initial goal, unfortunately this computer has been flaky lately and crashed, or we'd have kept going. We will certainly come back and play more later.
Thank you for such kind words, and wow 50 games! I've got to play more!
Good game, a lot of care put into it in such a short amount of time. Great job
Quite some work went here into the game design together with UI and all the screens to support it (even as simple as the main screen with settings and an option to quit is a lot in a game jam!).
Same as someone before me - I was not sure how to get the SP to spend on upgrades, but other than that rather self-explanatory.
had fun!
Thanks so much for trying the game! Glad that the game design and UI worked out!
Also yeah I should've added a part on how to get SP, and will fix that after the jam! :)
Idle game are always good. Too many details on the screen. Maths are also wrong (+10%speed of 0.5m is not 0.51m) but I made it until 250m !
Woah that's a long distance, fantastic! I will check out the math thing. I wanted to hide some details till they became relevant but I didn't have time. Still, that is a valid feedback and I will fix it after the jam! :)
Thank you for playing and even going beyond 200m!
Awesome game. Made it to 200m. I love the animal companions, and the skills and passives were really creative. Didn't feel like I was waiting too long between being able to buy/upgrade. Good job! (Also hi again YYZ)
Woah heya! (just woke up haha)
Glad to see you made it to the end! Awesome :D
Game ran perfectly here (Firefox, Linux), game was pretty good. At first I had some trouble getting the hang of it but after a few loops I understood it way better. One of the issues I had was that I got a challenge to spend an SP to upgrade a skill or passive, but I didn't know how to get one (maybe I'm just stupid..). Maybe this could be made a bit clearer? Overall it was fun to play, and the higher levels were challenging enough. Good job!
Good point! I assumed that a player would have died by then and have gotten a skill point, but this is valid feedback! After the jam I will add a new objective in between that says to acquire 1 SP by dying once!
Thank you for playing it!~
the game didnt run the graphics on my browser but the game looks cool in the videos, tried changing the setting but it wasn't doing it,
Hi! (Just woke up and read this!)
What browser were you running on? Does it work on another browser? For browsers, I recommend using the latest version of Chrome or Firefox. If not I recommend downloading the Windows build for the best experience!