I quite liked this, and I enjoy seeing more god game/sim type games in the jam. I did find that it took a long time for 5 days to pass, and for the most part it seemed really really simple. Zap lightning to scare people from the hill, feed when they're hungry, make bushes when you have spare power. I did that for however long it took to get through the days and was astonished and frustrated to realise one of the people had died at the last minute, and I didn't even spot how. A bit more variety or player agency in the play would be nice, it just felt awfully reactive waiting for the same stuff to happen.
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Wrath & Reverence's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #399 | 3.750 | 3.750 |
| Innovation | #519 | 3.250 | 3.250 |
| Gameplay | #615 | 3.125 | 3.125 |
| Overall | #624 | 3.219 | 3.219 |
| Audio | #688 | 3.063 | 3.063 |
| Enjoyment | #774 | 3.125 | 3.125 |
| Theme | #775 | 3.000 | 3.000 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
A god game where the player has to look over a tribal village. If things go wrong and they end with fewer villagers than they started with, then they lose.
What code and assets did you not make from scratch during the jam (if any)?
- Trees and rocks are Kenney assets that I uv'd and textured.
- The icons in the game are from a mix of Kenney packs and the Crawl Stone Soup tile pack (https://opengameart.org/content/dungeon-crawl-32x32-tiles-supplemental)
How many people worked on the game?1






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