Shell slam is a top down RPG, with simple turn-based fighting (though please don't expect too much it's a bit simple if you ask me). It's probably also the first game where I got most of what I initially wanted actually finished, which I didn't expect to be frank.

Shell slam is my fourth game, made for my fourth game jam, the Brackeys Game Jam 2026.1.


Controls:

walk: WASD or Arrow Keys

sprint: Shift

confirm option while fighting: C or X

do a wombo combo: Z

parry: Z

go through portal: Z

(most important) talk to oldman: Z


Anyways, any feedback is appreciated, and if you find any bugs, please let me know :)

I gotta go fix my sleep schedule now


Inspirations:

Super Mario RPG

Inindo

Deltarune


Credits:

music and SFX: Pixabay

Spaghetti code: mapo

Art: mapo 


Bugfixes:

Bugfix 1
fixed bug that causes the tutorial enemy to not spawn in, which removes 99% of the game

Bugfix 2

not really a bug but I still feel like I should put it here since I had to reupload the game again, I accidentally left the run speed on 5 times its normal speed for testing, 

set run speed back to the normal 100.0 instead of 500.0

Bugfix 3

Again stupid mistake by me, I left the knight HP on 1 instead of the normal 15, again for testing purposes.

set the knight HP to 15 instead of 1

Bugfix 4

Did quite a lot this time, because i was lazy procrastinating and stuff :]

Balance changes:

Changed the base player HP from 5 to 10, because it felt a little too hard

Changed the parry window from 0.1 to 0.2 seconds because people said it was a bit too tight

Changed all the enemy HP to significantly lower values, some are now 30% lower, whilst others are up to 70% lower(I didn't have a lot of time to playtest initially, so it's quite a lot :] )

bug:

fixed the bug where it tried to switch to an enemy that wasn't there, because i frickin' forgot to reset the dictionary that kept track of them >:(((((((((

anyways thanks to gloompixel for reporting this bug :D

Bugfix 5

also not really a bug, but still important imo :]

made one frame in the knight take a bit longer, so it's a bit more intuitive

Bugfix 6

Apparently the bug from bugfix 4 still wasn't really fixed, but it's fixed now 

also some minor bugs weren't really noticable, but still worth fixing.

Bugfix 7

forgot to reset the player attack for testing again >:{

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