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The Blessed Ones's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #191 | 4.750 | 4.750 |
Cleverness | #227 | 4.500 | 4.500 |
Artistic Style | #398 | 4.250 | 4.250 |
Playability | #712 | 3.750 | 3.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- I enjoyed being able to merge items together. However, I didn't understand how to fight any of the enemies. Your GDD was top notch.
- loved this entry, but was slightly held back by the frustration of missing cards I needed! One of my favorite games so far!
- Interesting concept! The art style works well, is pleasing to the eye and the sounds are spooky enough to compliment the horror style of the game! A few things to note and a couple of suggestions: Some of the enemies, the bigger ones, move faster than the player, leaving no room for the player to properly avoid them and with no health bar and no way of telling how much damage they do, it could feel frustrating to people. Would like some background music, just for the purpose of ambiance, I understand that you wanted the players to hear the footsteps and the monsters nearby. The lights around the place just dim out after a few seconds. It might be a good idea to add a dimming effect to, for example the candle, allowing the player to, at least, use it to hide for a moment, after all, candles burn for quite a while and I understand that steam eventually runs out and so does electricity. All in all, I'll be looking forward to the progress of the project! Thank you for your hard work and keep it up!
- The card deck selection and card merging mechanics were really cool and a great use of the alchemy theme. The overall usage of light to both illuminate the environment and damage enemies was also really satisfying (and incorporated the shadow portion of the theme well). The pacing of the overall tutorial portion could have been a little slower. Rather than have all of the environment objects (like the dresser, furnace, etc) in the first room, it would be helpful to walk the player through several rooms, perhaps, and allow the player to uncover the function of each card type in relation to the environment objects more slowly, rather than all at once in a single room. Another thing that would have been helpful would be a clearer visualization of damage being done to enemies when they enter the light (perhaps a different animation, sound, or other visual). It sort of felt like nothing happened to them or they disappeared whenever they floated toward me, and it didn't really sink in that I was doing damage even though I knew, from the tutorial, that light would eventually kill the enemy . On a separate, note, excellent work on the game design document. It's visually appealing, easy to read, well organized, and outlines your game design quite well.
Did you include your Game Design Document as a Google Drive link?
Yes (link due to new rule)
Seriously... did you include your Game Design Document?
yes - last link on the page
Is your game set to Public so we can see it?
yes
Tell us about your game!
The game is mostly about surviving in the darkness - there are hordes of enemies we call "blessed shadows", which you fight. The goal is to defeat the boss of the game and get as many points as you can. You gain points by killing enemies or using cards to interact with environment.
Extra Notes
We have updated the game with content, so there's an actual ending in the final build, which requires quite simple puzzle to solve
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Comments
So, took a look at this game!
//THIS WILL CONTAIN SPOILERS//
The pixel art looks really nice and the sounds used are effective! The sound effects fit very well and the background ambiance definitely gives a creepier feel to the game in general.
The card mechanic is really interesting. Being able to use them to interact with different environment objects is an interesting concept and I can see this being able to be very easily expanded upon. Imagine the possibilities a house with a lot more furniture could give you, for example!
One thing I noticed though is that, depending on the situation you're in, having to wait for the cards can be a little rough. I was in the 1st puzzle and had to wait to get a Fire card, but it took me around 4 rotations of cards for me to actually get a Fire card, which forced me to have to get out of that spiral labyrinth and use up one of my cards for space so that I could get into another card rotation.
Same thing goes for the boss. I died to it a few times since my light kept running out and I wasn't sure what to do, until I noticed that I could stack *that* card on those places. It took quite a while of waiting for me to get all the things that I needed. When I did it though, the boss got liquified, which was fun.
This mechanic is truly very interesting though, and I'd like to see it implemented in something without such a huge time constraint like the jam. There's definitely something strong here.
Overall, it was a nice and very interesting game. Good work!
Hi, first of all, thank you for taking your time and providing a solid review.
I want to address the issue with random cards - I have already looked into it, the new idea is to simulate a more classic approach for choosing new cards. In this approach, player would have a deck with some cards to choose from. Instead of always being randomized, the deck reshuffles after reaching the end, and player again can choose cards they know are in the deck already. There are some problem with this approach which requires more designing, for example - what happens to merged cards? Do those go back to deck and player looses their basic elemental cards from the deck? What if deck becomes only some merged cards?
What also could be an improvement to this situation is to let player go back to previous floor - why make them wait at certain point just because they need specific types of cards? They can just go back and get some more points instead.
The last thing that we might consider is to manipulate card randomization on certain levels (easiest solution). For example, levels where puzzles require certain cards should always have this card in the 3 randomized cards - this would be the easiest approach and also suggest player that "look, this certain card is needed here for the puzzle".
Once again, thanks for taking your time for the review, we will look a bit more into the card system after the jam ends
This is a very fun concept! If you plan to continue this in the future, it would be good to have a distinct method of choosing a new card or merging with a new card, like dragging on top of another card. But for the jam time, well done!!
Thank you for your feedback. I think that your idea is perfect to explore to minimize merging by mistake and make it more clear what happens with cards.
So when creating the lit candle and steam I was told to put the fire on the candle but I was able to merge it with the steam and couldn't fix it as fire was gone and then when the random cards came up it just gave me only candle steam cards.
Thanks for providing us the bug. We will be able to fix it before the final submission! 🫡
Nice :D
Hi, thanks for this comment. We couldn't reproduce this bug, but it appears that the hitboxes on webgl build were different which resulted sometimes on 2 cards being selected at the same time - hopefully this is fixed now with the current build (should be available today or tomorrow)
Great job! This is pretty fun, and I enjoy the use of playing cards for alchemy.
Thank you! I am happy that you have fun with it.