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A jam submission

48:10View project page

Kill and Pray
Submitted by ayleczander — 2 hours, 43 minutes before the deadline
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48:10's itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to the Theme#93.2443.333
Originality#123.3533.444
Overall#133.2623.352
Design#153.1903.278

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

This game seems playable, like it would be something I could actually sit down and playtest. I haven’t had the opportunity to, but by the fact that it sounds like it is, it’s doing well on the design front.

The constant choice of “reduce victory points or potentially outright lose the game” seems like a real point towards redesigning failure.

While the idea of a cult was really used in the GameJam, I think that actually, your take was generic enough while also not being totally “demons and magic everywhere, gRAH” that I really felt semi-grounded in the world.

Overall, good job!

Developer

Thank you. We didn't get as much time to playtest as we wanted either, and additional testing is showing that we need to cheapen the kill reward, and similarly cheapen resurrection.
To be honest, I find the notion about not having demons and magic a little on the nose, since one of the blessed unit types is a demon, ranged attacks are called 'smite' and resurrection is a key part of the game.

Submitted

Yes but it not like, “Blood Tattoos: Every kill let’s summon a blood sphere that you eat to regain blood points” or “18 different types of demon, each with its own unique skill”. I like the dark fantasy “there’s a cult, some magic is involved, but mostly it’s a dark cult made up of people”

But that could just be me

Submitted

Interesting that you don't measure distances, what's the thought process behind it?

Also is it right that adjacent units fight every turn (not just their own activation), wouldn't that greatly benefit melee units over smiters?

Developer (1 edit)

Measuring distance is complicated, and we just had a page. Plus Ryan thought it was cool. Think he got the idea from crossfire or something.

Yes, melee happens at the end of every activation, not just every turn. This is to make it simpler (no need for distinct attack actions, or handling moving + attacking), and to ensure that a player can't choose to not kill an opponent's martyrs to avoid giving them devotion. Plus it's thematic, good luck keeping cultists from killing infidels when they're right there, come on.
Everybody can do melee, if you have smite you can do the smite ritual on your activation instead of say praying or moving. So Acolytes can fight in melee, they're just not as good to compensate for the whole 'capable of ranged attacks' thing. Plus as martyrs, you actually want them to die.

Submitted(+1)

I have not played it yet, but this seems like a well designed and possibly very fun game! It follows the theme quite well with the devotion mechanic, martyrs, resurrection etc. The rules are clearly written and in a nice order, i felt almost ready to play after just 1 read-through.

Submitted

By the way, what does the name mean?

Developer (1 edit)

It's a reference to the chapter and verse ordering system of the second edition of the world's most popular holy book.

Submitted

Huh, i thought so but i didn't get any results looking it up in my native language.

Developer

I didn't include explicit book references since I thought that would be a touch on the nose, but the following verses are from the english version and seem to fit:

“A curse on anyone who is lax in doing the Lord’s work! A curse on anyone who keeps their sword from bloodshed!" -Jerimiah"

See, I have refined you, though not as silver; I have tested you in the furnace of affliction." -Isaiah

Submitted

Yeah i searched in english and found those, works well with the game!