Gather Energy as a  the Temple Guardian and embrace the power that you were given. Protect the temple, charge up, power up and SMITE them ALL!

Game loop: There are 12 progressive levels with a scale up difficulty included to it. The beginning of the game is meant to power up so you can hold as much as you can! Share with us your longest RUN!

Controls : Point and Click: Left Click to move and Right Click to SMITE!. If you need to pause the game press the upper right gear icon, if you need to buy upgrades press the yellow icon next to the power bar (Both will pause the game).

* DEVELOPER INSIGHT * To min/max the game try to get as many charges at the beginning of the game, use them to max first the charge speed to  get more Charges per Walk/Mouse movement so at the endgame you are better prepared

Game UI: 

* Blue Bar -> Temple (Base) Life

* Yellow Bar -> Power/Energy Accumulated

Blue bar goes bye bye, you go bye bye :(


Make sure to share your best scores! Once you game over you get the run stats :)

I hope you get to have some fun with this game and make sure to SMITE them ALL!

Hi everyone, this is my first ever game done on Godot 4.4+. Happy to participate of Kenney Jam 2025!.

I tried to go for the bonus challenge:

1. Single pack: Your game should only use a single asset pack (Kenney 1-bit pack)

2. No text: Create a game that doesn't use any text at all (Kinda just added description to PowerUp menu)

3. Mouse only: Your game should be fully controlled using only the mouse (Mouse the mouse, left click and right click)

4. Co-op: Your game should feature co-op gameplay

5. Symmetry: Your game should heavily feature symmetrical elements in visuals, mechanics or both

6. Cross Dimensional: Use 2D sprites in a 3D world

Comments

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(+9)

Let's trade feedback! I submitted a project too.

  • Art Style: Perfect for Game Boy! I can see this on a classic handhelds, SNES and PICO-8. With some customizations here and there I think you could aim to refine it for the newer crank PlayDate models.
  • Mechanics: Reminds me of Missile Command both in style and bomb-dropping. I didn't discover the missile bomb feature until very late into the game. I HIGHLY recommend adding a tutorial or a super easier level 1 to easy the player into map exploration, protecting their ship and seeing the pace of enemies.
  • Interface: GLAD you added an in-screen pause button. Helps in accessibility given how fast paced the enemies can get over time. The Shop text is readable, though it could use better icons that express what the ability is you're buying with the sun-coins.

Recommendations:

  1. Please add a Tutorial. An easy level 1 to let players get used to controls and protecting their ship from a few enemies.
  2. Add WASD or Arrows movement. It will help with accessibility for those without a mouse. There were moments I just wanted to run around your map and dodge enemies manually with my arrows instead of the mouse.
  3. Add more interactables to the Map. I wasn't as concerned with my ship. I wanted to explore more map. You can add maybe civilians that you run into that earn you more points if they get into the ship safely. (Like Resogun). You can add traps or hazards that delay movement speed for a moment. (Like sand, sludge, rocky terrain or spikes). You could add NPCs that start attacking the other enemies or allies with shields that take a hit for your ship----that'd be nice shop item. Interactables will help keep player interest and make your world more dynamic.