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Ruins of the Lineage (DCGJ24)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #85 | 2.787 | 3.071 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
Ancient Ruins - You may explore some ancient ruin called "ruins of the lineage", finding coffins and combating against undeads in an automatic combat system.
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Comments
Overall not a bad entry. I'm just not a big fan of this implementation of auto battler, I feel like it takes too much agency away from the player and ends up feeling repetitive and dull to me as I just wait for the monster or me to die. I can't complain about much else, the movement is nice and snappy, the graphics are fine if a bit samey throughout, the monster portraits are great.
One thing to note is I was able to walk through the walls near some of the fountains and clip outside of the dungeon.
Lovely little game. The autobattling is very welcome and as a result the combat has a nice pace and feel.
The itemisation is done very well, with a number of vectors for scaling. I like that the base stats scale with level, so if you're feeling brave you can hang on to your rerolls. With more difficulty and more levels this could become a really great mechanic in seeing how long you can wait.
There are a few colliders missing and I walked through a wall next to a fountain. I would have loved a little more tile variety, but as it stands this is a solid entry with a nice enjoyable gameplay loop and meaningful progression of player power.
Thank you.
I really enjoyed this one! A little weirdness on the perspective. But, the combat system has a ton of potential.
You can see my play through here: https://www.twitch.tv/videos/2114770109?t=00h26m42s
First thing first, the game window is WIDE. I don't know if this is a problem for everyone else but when I tried it on my PC (with dual monitors) the game is like one and a half screen wide, and the lower part of the game is barely visible. There's no way to fix this though, so I just played as it is.
The movement is too snappy, I almost feel like the game just jumped to the next tile and not moving as normal. The battle is nice, it's automated and I got an item after fighting, but it'd be better if we can see if the equipment we get is better or worse after we get it.
A map would be useful though, since most of the dungeons are totally the same and it gets confusing where you are.
The rerolling of items idea was a nice touch, but I think I lucked out with a couple of nice high damage and life leech items near the start, as I only picked up maybe 6 items and stashed everything as rerolls (I then never used). So there is a very nice idea and the only (?) game of the jam, which has randomized loot, which is pretty cool. I liked, that I could strategize with my movement a bit to not have to battle every enemy. The Founder had no chance against me at the end. He made 1 damage and I leeched about 5 HP every turn...very empowering :)
The graphics are fine, but I did not care for the stepsize or block size, well I just did not get a good feel for my movement, you have to work on that one a bit more.
I defeated the Founder of the Lineage.
The gameplay was very satisfying and the game fun to play. First thing first, movement is fast. The character system is nice and the item choice system is very cool, I really like choosing between if I really need an item right now or gain a reroll for later when the items found will be stronger. Combat won't waste your time if your items are not too bad. Finally the portraits are very cool with a unique style, they immediately reminded me of your game from last year , I love this style.
There's something that doesn't completely satisfy me with the perspective, are there half step in door tiles or something? I don't love the overall presentation, I don't think the different parts mesh that well together and I don't particularly like neither the 3d part nor the UI part. The boss fight was a bit underwhelming but I guess I simply owned super strong equipment.
Overall this was a very fun game, thanks for sharing.
There was something about the atmosphere, coffins and most especially, the portraits, that made this game one of the most unsettling I've seen in this jam so far. Very well done. I liked the autocombat, I liked the movement, this was a very well executed minimalist experience. And it didn't take very long to beat the game either.
Glad you enjoyed ^^
The scope is elegantly limited for a jam game. I like the recycle and reroll system. It’s fun to make numbers go up.
If you don’t want a piece of loot, you’re always going to recycle if you are out of rerolls, and since they can reroll into other slot types, you’ll always reroll if you have a recycle. So as it stands, they may as well be the same button. But the more core point is that it’s a little too random. I am also curious if loot properties scale with level or if you can get the best items from the start? In which case you would want to save up recycles for later…
It would be nice to be able to preview a fight or abort and run if it isn’t going your way, though it isn’t too necessary currently as combat is tuned a bit on the easy side, which is better for quick looks at the concept anyway.
Gives off older Fromsoft vibes which I like, though some of the core movement and feel could be improved. I also mistook my XP numbers for my health a couple times.
Thanks for your feedback!
About the loot system, the numbers in each modifier scale with your current level, though the rarity doesn't. That means you can have an item with 4 status on the first loot (but it will have less "status points" than items you'd get when you're with more levels. The UI also confuses me a little, so in next updates I'm going to fix it, maybe creating a red health bar instead of just writing the hp at the screen.
Nice not-too-long game with an autobattler system with a sufficient quantity of random stats. I enjoyed my lifesteal build quite a bit. The ambiance is decent, although the random stings were a little odd?
Here is my playthrough in video form:
Thanks for your feedback! The lifesteal seems to be the most overpower (unbalanced) build in the game. The ambient sound was taken from another project since I didn't have time to develop a properly sound
Nice short game. I liked the auto battler system. Z was a bit awkward button to use but ok I guess. I did clip out of bounds through some walls.
Thanks! Originally, the button was "I" for "i"nteract, but it was too far from the other buttons and it annoyed me a little bit, so i changed to Z. My script for obstacles occasionally ignores some walls and I didn't have the time to fix it :/
A short but very enjoyable game. I really like the combat and loot mechanism. It's simple but interesting. I'd love to see this expanded into a full game.