Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Siege of RozvirView game page

Retell the tragic final stand of Rozvir, a castle besieged.
Submitted by busride studio, Passivist — 3 hours, 46 minutes before the deadline
Add to collection

Play game

Siege of Rozvir's itch.io page

Results

CriteriaRankScore*Raw Score
Story#214.0184.018
Theme#224.3454.345
Overall#354.0364.036
Mechanics#423.8733.873
Sound#933.5093.509
Music#1083.6553.655
Aesthetics#1164.0184.018
Fun#1423.6363.636

Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
2

Did you use any existing assets? If so, list them below.
All assets listed in Acknowledgements

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 13 to 1 of 53 · Previous page · First page
Submitted(+2)

Dang it, I was totally crushing it on Day 26, but then I just...decided not to assign anyone to food, and starve, for absolutely no good reason lol.

I love this one! I think this is a great example of how to you can approach a game jam to make something really, really polished without a ton of art assets. And it's legitimately really fun!

There are a few quality-of-life critiques I'd make, but I get the feeling you're already aware of what those would be. Instead, I just have one mechanics-related critique, and that's the "bribe enemies to defect to your side" military action. I think this should give you SOME indication of how much defense you'll get in exchange for gold, even if it's a random range. As it stands, it just doesn't seem worth the risk.

But I love the exponential growth with population and managing all other resources. Awesome job!!

Developer(+1)

Thanks for playing semicolon!

We had aimed for the game's lore to be that the player is reliving different renditions of folklore about how Rozvir fell. In your rendition, they died of unforeseen famine due to the sudden stigma for kids to become farmers XD.

Thank you for your kind words! Our resident artist wasnt available this time, so I wanted to take the easy way out by making a UI heavy game. Spoiler alert: It wasn't easier.

Agreed on the QOL indicators, I had left that QA check too late into the end. We barely caught needing a output indicator on the resource generation actions, and the military actions went unnoticed. Like you pointed out, there is also balancing issues that we need to address for the various options! Thank you for your comprehensive and thoughtful feedback!

Submitted(+2)

It's refreshing to encounter something so different! I thought that the story telling and visuals were very immersive. The game design and mechanics were also brilliant. You likewise nabbed a 5 star from me on the mechanics metric, and that was well-deserved.

I think the only thing on my wish list would be a feature to quickly summarise the day. That, and maybe auto selecting assign roles on the start of each day.

Developer

Thanks for playing Zailef, and for your kind words! Our musician-cum-lore manager Passivistefforts is great at setting mood and atmosphere :D

Agreed on the need for a way to skip past the summary screen! That was indeed too much a timesink. A default setting on role selection is a cool feedback, and would be a great QOL addition!

Submitted(+2)

Great work! The atmosphere feels tense and GUI design is pretty solid.

Developer (1 edit) (+1)

Thanks for playing Flame! Glad you liked the UI and atmosphere! Our musician Passivistefforts has a knack for creating atmosphere thru music!

Submitted (1 edit) (+2)

In my second playthrough managed to survive to the third battle and was vanquished on day 15.

Nice work!

Developer

Thanks for playing heckert, and multiple times to boot! We rigged the game to make sure players die by the 3rd or 4th wave (didn't want to become a timesink, and to allow players to play more jam games), so you did well getting there! 

Submitted

It came to mind the attack values skyrocketing beyond insanity was somewhat on purpose. Especially with that last battle...

Developer (1 edit)

Nice catch! If you're interested, the slapped together formulae for attack power was:
```
var attack_power: float = 10 * (enemy wave ** enemy wave)
```
In English, it means "thanks for getting so far, but Rozvir must fall now (as written in history). time to play other submissions" XD

Submitted(+2)

I liked this a lot. I played it twice, almost held for a 3rd week the second time. Nicely done.

Developer

Thanks for playing lorporlem, and multiple times to boot! We rigged the game to make sure players die by the 3rd or 4th wave (didn't want to become a timesink, and to allow players to play more jam games), so you did well getting there! 

Submitted

I might have died in the 3rd battle, but I ran out of food the day before out of carelessness :-P

Submitted(+2)

I really liked this, a nice change of pace from most of the other jam submissions. The UI felt very polished. I love the focus on pure mechanics and strategy - those systems must have taken a lot of work. Congrats on the submission!

Developer

Thank you for playing Onnox, and for your kind words! I had set out thinking that it would be easier to do a UI heavy game, but I had not anticipated how much work would go into wiring the systems XD. Glad you enjoyed it!

Submitted(+2)

Made it to Day 19.  I got cocky, thought I had it figured out, but I definitely underestimated the next siege.  Cool game! As others have said, a skip or speed up button would be nice, that being said I think the transitions are nice and the slow pace matches the music and vibe. Nice work.

Developer

Thanks for playing cheyenne! The game was rigged for the player to lose eventually so don't feel bad! Indeed, agreed that a way to skip past the daily summary would be a much-needed QOL improvement!

Submitted(+2)

Very nice game idea. and implemented so well. The resource management feels real and immersive. It's like really there is a war going on.

Developer

Thanks for playing DarkSoul! Glad you enjoyed the game and the atmosphere :D

Submitted(+2)

just played it before the jam ended. Was really enjoyable! Nice UI! Good ideas!

Developer(+1)

Ah one of the early play-testers! Thank you again for playing and for dropping by Akaki! Happy to hear you enjoyed it! :D

Submitted(+2)

A very different type of game to what I have played so far in the jam! The mechanics were not too hard to grasp and it felt quite well balanced, unfortunately I got too greedy and didn't realize how much defense costs :D The random modifiers to the end of day gains felt annoying at first, but I realized that it was probably important to the balance of the game. My one suggestion would be to speed up the end of day screen to speed up the gameplay a bit. One of my favorite games so far!

Developer(+1)

Thanks for playing tupperware, and for your immensely kind words!

Yea we wanted to add to the "hopelessness and futility" of the besiged situation, in that even fate can go against you in the situation haha.

And indeed, from various playtests we've received feedback to add a skip button of sorts. I sorta hardcoded the transitions this time, and locked myself out of breaking out of them early. But will definitely find a more optimized way to implement summary screens in future of such efforts!

Submitted(+1)

Hi there, I played your game. Great work! Unfortunately Rozvir was razed...

Developer(+1)

Thanks for palying Thracco! It's ok, history already told us it was razed, we'll have to wait for the next gamejam theme to be "Time travel" for us to save it! Important thing was that you relived how it fell!

Submitted(+2)

Its quality, I really enjoy it.
I especially like your UI work.

Developer(+1)

Thank you for playing Marcus! Glad you liked the UI, I loved putting them together with Godot control nodes too :D

Submitted(+2)

I loved the theme and would love to team up on a project sometime! The visuals are awesome, sounds are perfect. The only issue I had was really getting into and understanding the game but I have always had a hard time with more text based games. I think the systems involved would be awesome in a game like Mount and Blade for castle management.

Developer(+1)

Thanks for playing trlatimer, and for your kind words! Would love to have the opportunity to work together as well where possible!

Indeed, the game complexity sort of got away from us, and we didnt have enough time to build in a in-game tutorial. The itch page how-to-play is also quite texty. I'm glad the system felt "medieval" enough for you to link it to Mount and Blade!

Viewing comments 13 to 1 of 53 · Previous page · First page