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A jam submission

Verdant RelayView game page

asynchronous co-op roguelite about generosity, connection, and renewal
Submitted by BrianJiang, Qiaozhi Lei — 4 hours, 39 minutes before the deadline
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Verdant Relay's itch.io page

Results

CriteriaRankScore*Raw Score
Community's Voice#293.7443.744

Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Creative Vision / Rationale / How Did You Incorporate the Theme
Verdant relay is an asynchronous co-op roguelite about generosity, connection, and renewal. Every power-up you receive was created by another player. Every time you clear a room, you can choose to give -- by sacrificing part of your own run (like health or other attributes) to create a stronger reward for someone who comes after. In return, you gain "Connection," a permanent resource for meta-progression. You never meet other players, but your actions shape their experience, just as theirs shaped yours.

Set on a dying planet, each room begins as dry wasteland. As you fight using water-based weapons, the environment slowly comes back to life. What starts barren becomes green. What was forgotten begins to grow again. Through generosity and small acts of care, players form bonds -- not by talking, but by helping.

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Comments

Viewing comments 36 to 17 of 36 · Next page · Last page
Submitted

Hello! Love the theme and how much expansion potential it has with a balanced skill system. The asynchronous co-op aspect reminds me of other players' chips left behind in NieR:Automata or other players sacrificing their saves to aid others. I would love it if the sacrifice hits harder with a bigger reward for another player, truly giving something significant away - but that would also require balancing combat aspects because I found some ground graphic attacks taking away more health than I'd find "challenging in a fun way". This can just be personal taste in terms of player difficulty but definitely something worth exploring :)

Submitted(+1)

To breathe life back into this earth… There is nothing more generous than that. Giving up parts of yourself to aid others in their own journeys works excellently as well, resulting in many risk-reward situations.

The user-interface is beautifully designed, though the “reset all” button in the skill tree could use an additional prompt when clicked. A simple “Are you sure?” may stop players from accidentally resetting their choices.

The character is easily controlled. It smoothly turns to face the cursor.

Developer(+1)

Thanks for the suggestion!

Submitted(+1)

Incredible work - beautiful UI, simple but solid gameplay, and a really impressive interpretation and execution of the theme, and a fantastic way to do asynchronous co-op gameplay (something I’ve realized I’d love to see more of from games, and might have to investigate making myself, because I love the way it lets you feel like a part of a team/community, without requiring friends in a compatible time zone…)

Runs felt a little too short/samey to me (perhaps a starting-weapon-type choice might help, and/or increasing the base irrigation rate, and/or up the effects of both sacrifice and upgrade, to make upgrades more run-defining?) but that’s like, in no way a genuine complaint, just mentioning the barest hint of friction for my experience. This is just really impressive all-round, thank you for submitting it!

Developer

Thanks for your feedback

Submitted(+1)

I'm a sucker for good UI as a front end, mostly ui developer. I really like how clean the interface is. Very well polished, nice work!

Developer

Thanks for your feedback!

Submitted(+1)

Very cool game! It's amazing that you were able to fit skill trees, save/load, and co-op into the amount of time given during the jam.

Developer

Thank you for playing!

Submitted(+1)

you have taken the context of a rogue-lite, and so very elegantly set it in the context of the theme of generosity; and there is so much depth in the system-design; an asynchronous co-op with everything recorded so you can see the impact of your choices; the trade off you make - sacrifice a part of yourself to help another player like you later + a meta layer of connections which is visible - it's a tightly-woven, well-thought out system.

I was a little skeptical in the beginning because it looked like a combat game  ( how can  it do justice to the theme?); but this really, really works

very well done! 

Developer(+1)

Thanks for your feedback!

Submitted(+1)

It's a nicely complete game! You’ve added a lot of features, even a skill tree! Well done.

Developer(+1)

Thank you!

Submitted(+1)

This is a very nice twin stick shooter on its own. Adding the multiplayer element is just the cherry on top. There are so many ideas here I also wanted to explore in my own game but ran out of time. Kudos on your hard work.

Developer

Thanks for playing!

Submitted(+1)

Very fun. The multiplayer element and goal of rejuvenating the planet really makes the game feel big.

Developer

Thank you!

Submitted (2 edits) (+2)

Wow! It's incredible that you made this in only 3 weeks. Coop, an upgrade system, pause menu, save system, all arted... Blown away! The gameplay (Multiplayer upgrades & irrigation) is well incorporated in the theme. I sometimes felt like i was reading more text than playing, and I wish the upgrades were a little bit more creative and visual, but once you understand everything, it gets going. Great job, definitely a really strong contender in the gameplay category! 

Developer

Thanks for your feedback!

Submitted(+1)

Great Game! I encounter a similar concept where the robot restoring a dying planet but totally different gameplay!

One think would be great to add is dashing while standing still, When i first got the dash i heard the sfx but was wondering why I wasnt dashing until i move and use the dash, maybe either do dahs based on direction or by mouse?

Also maybe turn on fullscreen mode? sometimes I accidentally  click the itch io UI page haha!

Other than that I love the gameplay and plethora of upgrades , Played the game for like an hour before I had to go off :D

Well Done! 

Developer

Thanks for your feedback! That's indeed something we missed, I'm glad you pointed them out!

Submitted(+1)

I thought the multiplayer concept was a cool interpretation of the theme. Also the roguelike aspect was fun even though I hate reading

Developer

Thanks for the feedback!

Submitted(+1)

Interesting game! The idea that all players are teaming up to tackle a common goal is exciting, but it's a bit too abstract, it would be nice to be able to select roughly where to intervene, and to see a green zone getting bigger and bigger as players continue playing. The connection thing is interesting, will I get connections even when I'm not playing, if people select the upgrades I created? However I didn't really felt generous using this mechanic since there always was a big incentive for my own sake to use it. But I guess it's a limit of the asynchronous nature of the multiplayer mode. Congrats for making an interesting and quite elaborate multiplayer experience in that time frame ! OH also, I loved the little animation and sfx when you send the upgrade, it's so fancy.

Developer

Thanks for playing! And yes, you will get connection even when you are not playing!

Submitted

That's really cool, good stuff!

Submitted(+1)

The setup is very interesting and innovative! Very nice work. I had trouble understanding how the upgrades work and I think that made it easier to contribute. I didn't see the consequences of giving away things. But probably to understand that you might need to unlock a lot of upgrades. Overall a great game! I haven't encountered any bugs either, everything was smooth. :)

Developer

Thanks for your feedback!

Submitted(+1)

Very interesting game, I liked how smooth the player's movement was, as well as the animations, and I also liked how each layout has a different enemy setup. It was fun to try and figure out the best strategy for getting around the enemies. The only thing I battled with was the upgrade system, which was quite hard to understand all at once.

Developer(+1)

Thanks for your feedback!

Submitted

You're welcome!

Submitted(+1)

You made a nice and it's so addictive

Developer

Thank you!

Submitted(+1)

Amazing! I love how it combines a cozy theme - putting out fires and irrigating the earth - with a super challenging combat system and rouguelite mechanics! Really nice work!

Developer

Thank you!

Submitted(+1)

This is such a cool idea and implementation of the theme. The animation when it changes the environment is so satisfying. I also liked the upgrades system (skill tree), stats and connection section where we can see how many contributions and connections I have made.

Overall, your implementation of the theme is strong and interesting.

I am really bad at this sort of game lol, but its super addictive. I wanna keep playing.

Developer

Thanks for playing!

Submitted(+1)

Very interesting take on creating buffs and sharing them to others! A lot of design space potential in weapon types and irrigation mechanics.

Developer(+1)

Thank you for playing! We did plan for other weapons but time runs out fast in game jams😂

Submitted (1 edit) (+1)

Yesss this is it. It feels like brotato + issac with environment changes. It is also crazy to pick up what other people left behind. I wish they get me something more useful :D

I maybe wish dodging can avoid damage, but sure I get it. All the design choices, enemy type are cool.

Developer

Thanks for your suggestion!

Viewing comments 36 to 17 of 36 · Next page · Last page