Proudfall is a 15-minute horde-survival action roguelite inspired by games like Vampire Survivors, but built around exploration, party-building, and map-based decision making instead of pure upgrade stacking. 

This is currently in development. Looking for feedback on gameplay, fun experience, understanding of the team and exploration.

The player begins as a lone knight holding the line against escalating waves and optional world bosses. Combat is simple and readable: the knight auto-attacks nearby enemies while the player focuses on movement, positioning, upgrades, and survival. As the run progresses, the player spends XP at the Castle to improve core stats, uses gold to unlock abilities at the Tower, and searches the map for the Barracks to recruit allies.

The major twist is that this is not just a solo survival game. Team-building is a core mechanic. Players can hire warriors, monks, and secret followers found through exploration, each adding a different tactical role: frontline damage, burning attacks, tanking, healing, ranged support, or utility. Choosing who joins the party matters because followers take limited slots, forcing the player to build a team that matches their run strategy.

Exploration is also central to the design. Important locations like the Tower, Barracks, Scout Tower, Spider Village, hidden followers, and optional bosses are scattered across the map. Players can buy indicators, follow hints, or risk wandering into danger to discover rewards. Optional encounters like the growing Spider boss or roaming Bear boss give powerful run-defining bonuses, but only if the player chooses to leave the safer path and engage them.

The goal is to push the horde-survival genre toward something more adventurous: a game where surviving is not only about picking the strongest upgrades, but about building a small party, exploring under pressure, choosing which risks are worth taking, and turning one knight’s last stand into a living legend.

Published 1 day ago
StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorJconnCreative
GenreSurvival, Action
Made withGodot
TagsFantasy, Roguelite
AI DisclosureAI Assisted, Code

Comments

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I like the idea of the gameplay, it has a bright aesthetic and adventuring especially with a team is pretty fresh. Here's what I noticed: the trees flash sometimes (when enemies go through them? Red Bear got stuck on trees and was super easy to defeat. Adventuring solo did not feel scary. Defeated the large ogre too without powerups. Balancing needs work. The grass has noticeable tiles edges as well. I feel like for adventuring it should be more expansive or have levels? I like the concept very much keep going this seems like it will be very fun fully fleshed out!

Appreciate all that feedback! Thank you - The flashing is just to signal that the enemies are destroying whatever obstacle is in the way, be it rocks or trees - mainly because I didnt want them getting stuck but signal to the player that you cant hide behind whatever obstacle thats in the way for long. There is suppose to be 3 spawned Orges or Trolls that are stronger each time but, I do think if the player kites long enough you dont see them so I have adjust spawns a bit. The Bear thing is something that comes up, it actually is suppose to run up and throw trees if its red like that, but every now and then something keeps getting it to run to the tree and not throw so its just in the run animation so im working that out. Thanks again for playing and providing that information!