Golem Guardians by Substain

Defend your inner sanctum from ghostly intruders! Swap between three unique warriors, using their special attacks to best protect the Summoner: Master Kzzpth.
Stand in the different coloured glyphs to power up your attacks against enemies of that colour
Controls
- WASD - Move
- Mouse - Aim
- Left Mouse Button - Attack
- Right Mouse Button - Dash
- Q / E - Next / Previous Character
Gamepad controls are also supported, but might not be mapped correctly in the web build.

Credits
- Roburab: Artist
- Change The Scarecrow: SFX
- polymonic: Music
- Lenne: Programming
- Substain: Development
- SirSunstone: Writing & design!
Ratings
| Overall | 832th | 3.351⭐ | 49🧑⚖️ |
| Fun | 806th | 3.223⭐ | 49🧑⚖️ |
| Innovation | 693th | 3.256⭐ | 47🧑⚖️ |
| Theme | 711th | 3.511⭐ | 48🧑⚖️ |
| Graphics | 780th | 3.426⭐ | 49🧑⚖️ |
| Audio | 404th | 3.521⭐ | 50🧑⚖️ |
| Humor | 907th | 2.466⭐ | 46🧑⚖️ |
| Mood | 448th | 3.708⭐ | 50🧑⚖️ |
| Given | 52🗳️ | 79🗨️ |
I liked the old man in the centre, but unfortunately I couldn't save him....
Lack some feedback on hits.
But the game is cool and nice to play.
Mechanically, having the different guardian types to switch between and play around with is fun (the flamethrowery one was my favourite, but I think I was getting slightly further with the guns).
Could maybe do with the text appearing a bit faster in the intro scene
I think the camera movements were maybe a bit too much for me
Overall great game, gg
I appreciate to be able to change controls as an "AZERTY" keyboard user :wink:
Nice entry, congrats! :smile:
I quite like the concept! You may want to spend some time balancing the playable characters a bit. Once I switched to the guy that shoots the blue projectiles I never switched back haha.
We ran out of time and weren't able to balance our game at all, so I don't mean to criticize! :sweat_smile:
Switching between characters felt smooth, but with there being three of them, I would have preferred to have them mapped to distinct keys instead of having to do the mental gymnastics of navigating between them with Q and E.
The text in the intro appeared way too slowly. Thankfully it was skippable, but the speed was painfully slow for those who want to read it.
Dashing could have used some visual and/or auditory indicators as its effect was hard to notice. The mechanic of standing on a colored glyph to power up your attacks against enemies of the same color could also have used some clarification. I initially thought that the colors of enemies indicated which attacks to use on them (red fire, blue projectiles) instead of where to stand.
The graphics were a bit mixed, but I liked the overall style you were going for. The lack of sound effects was a bit disappointing, but the music was quite nice. The menus and options were really well done. I liked how you included the debug stuff in the options, was interesting to see them. The performance was perfect even on WebGL. Had some difficulties entering full screen, but thankfully the in-game fullscreen option helped to fix that.
An excellent entry overall with a lot of potential to be taken further, great job guys!