My Castle
Help the boy Dani pay off his debts and preserve the family estate he inherited. Collect 1000 to win. A tax is collected every day. The daily tax gradually increases. Make sure your balance doesn't fall below 0.
The game has 7 final scenes depending on how the game ends:
Start the game and exit without finishing. Dani will be disappointed.
Dani may die in battle with enemies.
Your balance falls below 0. Dani leaves the estate and disappears.
Full victory: reach maximum strength and intelligence and collect 1000.
Victory with maximum strength but not maximum intelligence, and collect 1000.
Victory with maximum intelligence but not maximum strength, and collect 1000.
Victory without maximum strength or intelligence, but still collect 1000.
The game was made during
Gamedev.js Jam 2025
http://itch.io/jam/gamedevjs-2025
Within the theme of Balance, various game ending scenarios are used.
Playing in imbalance, which is more challenging, try to unlock all possible endings.
The word balance is also used to represent money.
Built using the Phaser 3 game engine:
For Open Source challenge I made free public GitHub repository
http://github.com/OlexandrC/my_castle
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In the garden, plants yield coins: Vegetables: 1 (more likely) to 3 (less likely); Berries: 2 coins, requires Intelligence 1; Trees: 1 (less likely) to 3 (more likely), requires Intelligence 2
Damage in the yard: Grass: 1...5; Rocks: 1...10, can be broken with Strength 1; Enemies: 11...15
Equipment defense values: Helmet: 1, Armor: 3, Boots: 1, Gloves: 1, Shield: 3, Sword: 1
The key for the chest is located in a random spot in Yard Level 2.
Dani's health gradually recovers at the end of each day.
Updated | 6 days ago |
Published | 8 days ago |
Status | Released |
Platforms | HTML5 |
Rating | Rated 3.0 out of 5 stars (4 total ratings) |
Author | OlexandrCh |
Genre | Adventure, Role Playing |
Made with | Phaser |
Tags | Crafting, Farming, Narrative, Turn-based |
Average session | About a half-hour |
Languages | Arabic, German, English, Esperanto, Spanish; Latin America, French, Hindi, Italian, Japanese, Korean, Polish, Portuguese (Brazil), Russian, Turkish, Ukrainian, Chinese (Simplified) |
Inputs | Keyboard, Mouse, Touchscreen |
Links | GitHub, YouTube |
Comments
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Excellent game!! Loved the graphics!
A small suggestion, I accidentally hit full screen button when trying to click 'Next'
Hi! Thank you for your comment and thank you for playing!
I didn't make own full screen button. I just add it by itch.io project settings. I agree, right now it looks not so good. I'll definitely make own full screen button in my future games.
Have a nice day!
Good game. All the informational stuff you wrote on this page could be added into the game as little pop ups or something. The fact that the key is in the second level of the yard could be stated at the bottom of the yard screen. Everything could be expanded upon like more items, further stat increased, larger garden with more variety and stuff found in the yard. Unused moves could cause extra healing.
Only big concern was the yard ran funny. The movement was slow, the keyboard commands only worked part of the time and if you hit the on screen buttons to quickly they would use moves but not actually move the character.
Greetings! Thanks for the comment!
All the information is in the game, if you click on the info button.
Information about the key is in the castle scene. The info button also contains information about the key and its location.
I agree with the expansion. The game was made during a jam, about 13 days. I made the game alone. With little resources and time. If I have time and inspiration, I will make a second version, improved.
Movements in the yard, animations occur within a few seconds. The game is turn-based. Animation per second is designed to reflect this. Maybe it can be accelerated. But then I need to agree on the length of the sounds. As I said, there is little time. With each step the player can lose a life. You need to monitor this. If I take into account all the player's commands, this can lead to uncontrolled behavior and, as a result, the unexpected death of the hero. One second is a compromise between controllability, animation, turn-based moves and limited development time.
Thank you for playing the game!
Hello! I am interested in Your game. Please contact me on marekzegarek77777@gmail.com.