In this isometric strategy roguelike, you'll need to build up a team of golems to defeat hordes of monsters. Recruit new golems by bringing statues to life and use scrolls to enhance their skills!

This game is in open beta, so currently only the first area is included. Follow the devlog for updates and new versions as I continue to develop it!

Controls:

  • Use the mouse to click buttons and select tiles.
  • [E] End Turn (shortcut)
  • [1-9] Select Skill (shortcut)

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StatusIn development
PlatformsHTML5, Windows
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorBrian_Nether
GenreStrategy
Made withGodot
Tags2D, Godot, Indie, Pixel Art, Roguelike, Singleplayer
Average sessionA few minutes
LanguagesEnglish
InputsMouse

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golemancer_v0.2.1_windows.exe 81 MB

Development log

Comments

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Really great game! I enjoyed playing it, even though I lost. I think it needs some rewards for battles, because right now you just have to pray you will get some rewards. 

Also my guess is on the last boss I should just kill smaller enemies instead of trying to rush the boss.

Thanks for playing! I enjoyed watching your video. Having rewards for battles is something I plan to add in an update.

Against the boss, I would recommend killing the Rats as quickly as you can, since the Rat King will keep making them stronger and they can quickly get out of hand.

Thank you for the game! I like the variation of golems that this game offers. There is no limit on how many turns a game can have, so there might be many ways to cheese the ememies around. Excited to see how it turns out!

Really nice game. 

Maybe nerf snipe as its way too strong (add line of sight or idk). Was able to abuse snipe + telekinesis. Just need to have 2 snipe + 2 telekinesis, you can force foe into your snipers. Boss was way too easy.

But great game, the idea of either moving or attacking is a great concept.

Thank you for the feedback!

I think Snipe stands out a lot because every other method of attack works only at close range, which leaves you vulnerable to counterattack. Line-of-sight is a change I had considered making, so I may do this in a future update. But I think the real problem may be the nature of the basic Step/Strike, and how so many units know it or some variation.

I'm glad to hear you enjoyed the game!

(1 edit)

Too hard to get started, especially if you can only move OR attack, not both. It seems pointless to move toward the enemy unless they get stuck, which is just annoying more than strategic.

I don't like the execution but I like the concept.

Thank you for the feedback! This move-or-attack dilemma is a flaw I've noticed in the game as well. 

As it currently is, if you wait a turn, the enemy AI will have them simply walk towards you, allowing you to hit them. But if they were smart, they wouldn't do that, and they'd wait for you to approach them instead - resulting in a stalemate where no one wants to approach first.

In future updates, hopefully I'll find a way to resolve this design problem!

Fun game, I like all the different golems. I will be playing the full version when it comes out

Beat the game.  It was fun, but it has some areas that could really use improvement, most notably the AI.  Because the AI is so tactically inept, the strategy around difficult levels (like the boss) involves less concern around what the enemies could/should do and more just hoping that they don't do that.  With the boss as an example, he only used Rally a handleful of times before wandering towards me, whereas if he rallied every turn until he needed to run from my sniper the rats would have easily grown large enough to break through my defensive line.  Other examples include enemies moving to the leftmost square to block their own allies and let me fight them one at a time when they could have moved to surround me instead.  

The other big thing I noticed was that there's no reward for battles, so there's no reason you would ever pick a battle over another kind of reward, but battles appear next to other rewards as an option sometimes.  It also seems to be random whether you get offered rewards or not; I got 4 rewards total over the entire game: 1 attack up, one additional character, and two moves.  I was also offered one health up and 1 additional character at the same time as the damage up and previously mentioned additional character respectively.  This was more than sufficient to make every level a cakewalk with the current AI, but it did feel a little disappointing due to the infrequency of team-construction decisions.


Nevertheless, like I said, the game was fun, and I look forward to its continued development.

(+1)

Thank you for the detailed feedback! I had noticed some of these issues myself, but it's good to know that they aren't just in my imagination. (In particular, I find it annoying when the game offers me nothing but battles many times in a row.)

The AI and path generation are both very primitive in this version - I plan to improve them both in the future. I'm glad you enjoyed the game!