Nostalgia Castle by Kamuniaft
Short turnbased roguelike inspired by Monster Train and childhood nostalgia!
===== HOW TO PLAY =====
We didn’t had enough time to make a tutorial :D So, you’ll be defending a castle. Enemy waves spawn at the bottom floor and move one floor up each turn. Drag and drop your toys and abilities to defend your king (the guy in a crown on the top floor).


| Link | https://kamuniaft.itch.io/nostalgia-castle |
| Link | https://github.com/Klimashin/LD56 |
| Original URL | https://ldjam.com/events/ludum-dare/56/nostalgia-castle |
Ratings
| Overall | 512th | 3.583⭐ | 32🧑⚖️ |
| Fun | 498th | 3.452⭐ | 33🧑⚖️ |
| Innovation | 618th | 3.21⭐ | 33🧑⚖️ |
| Theme | 869th | 3.177⭐ | 33🧑⚖️ |
| Graphics | 551th | 3.661⭐ | 33🧑⚖️ |
| Audio | 461th | 3.293⭐ | 31🧑⚖️ |
| Humor | 709th | 2.722⭐ | 29🧑⚖️ |
| Mood | 541th | 3.517⭐ | 31🧑⚖️ |
| Given | 14🗳️ | 38🗨️ |
Yes, I didn't put the bear in front the first time... No, it didn't end well.
Unfortunately I had no idea what was happening for the entire first level. I didn't understand that the enemies would be moving upward or that I was trying to protect the king at the top. The descriptions that mentioned "at the end of combat" I thought would only trigger once per level. I think the more apt term would be "after each turn." I thought none of the UI was working because the buttons weren't doing anything. The problem being that it was all drag and drop which was not made apparent by the UI. Additionally, none of the actual buttons in the game seemed like buttons since there was no "hover" or "pressed" states, they just looked like regular text. It was cool to see new units as options to expand the roster, but it wasn't communicated at all what those units would DO until after you chose them.
Also, the Four Horsemen absolutely dumpstered on the last level. Overall so much fun, but a very steep learning curve.
And yes, I passed all 4 levels and made my entire team go through them.