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Gives me Loop Hero vibes.

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Yeah, in the early stages when I was coming up with the idea for the Ludum Dare game, I was heavily inspired by games from Four Quarters. I hope that in the future I’ll be able to create a more unique and deeper atmosphere! Thank you!

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Fair is fair.  If you're going to borrow inspiration from a source, may as well be good quality inspiration!  I just encourage folks to cite their sources and credit their inspiration in the creative process.
I look forward to seeing what you do with Bloodbane.  If you'd like some suggestions for features, I've been inspired by your work here to have plenty!

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Also, after about 5 to 7 playthroughs, finally got myself a win.

Congratulations! I hope you enjoyed the game and had a good time playing it! And regarding suggestions — I’d be happy to hear any feedback or ideas you might have if you’d like to share them! :)

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Alrighty, so, I don't know what you already have planned, so I apologize if any of these fall into the "too obvious" category, but ...

UI/UX
- basic stuff:  title screen, more options/settings, dedicated option/settings menus (including independent volume control for music, cursor ping, and other sound effects), world map for story mode
- endless mode
- more tooltips and ability to pause to review tooltips at player's leisure
- highlighted border around stained glass window(s) when the Tile's Resource requirements are met (the bright/dark highlight isn't clear enough for me)
- specific Resources-per-Day GUI element and/or tooltip in the Resources bar
- hit-points as discreet numbers (on cursor hover tool-tip and/or "learnt" from defeating an enemy X number of times or unlocking "library" entry for enemy type)
- add Achievements which unlock small passive stat boosts (ie:  such as those in Mass Effect 1), ensuring that Achievements are tied directly to the game, and not just an API thing for Steam/Galaxy launcher platform software (also, please be considerate to players' time when designing Achievements.  ie:  Don't make a “deal 1,000,000,000 damage” Achievement if that's going to take a player 100+ hours of idle farming.  Achievements should be achievable and bonuses should be suitably small-but-enticing as to incentivize without players feeling forced to “grind”)


Art Direction / Aesthetic
- perfect.  No notes.


Music / Sound Design
- see about either getting some gothic style organ work (ie:  something between the soundtrack of Crawl and the soundtrack of Warhammer 40K Mechanicus (both great soundtracks, highly recommend regardless)) or experiment with something totally unique and personal (current music feels very placeholder'y, and a signature music style / sound design elevates any game, regardless of the gameplay's merits)
- crunchy compressed sound effects fit pixel art aesthetic pretty well, but more variety in sounds could really help


Gameplay
- switch to hexes rather than square grid for Tiles (further distinguish your game from Loop Hero and adds greater depth of play)
- pre-generate the game map with different terrain classes (plain, swamp, hill, mountain, magma) which are obscured under simplified "olde tyme'y" sepia tone map, and use this terrain to determine which upcoming Resource Tiles will be places on those terrain types (ie:  Towns in Plains, Hills, and rarely Mountains, Mines most often in Mountains, Towers in Hills and Mountains, Mushroom Towns in Swamps, Dragon Nests in Magma, et cetera).  This will allow the player to make tactical decisions on unlocking lower-value Tiles if they lead to unlocking higher-value terrain and add depth of strategy
- change Days to Day-Night cycles, with Servant gaining ability to Heal in exchange for Blood Resource by returning to the starting Castle at Night, reduce other Healing sources to balance, and tie other game mechanics such as Abilities and Tech Trees (see below) to Day-Night cycle
- add Recruit to Army option for Servant at Towns, Towers, Garrisons, Castles during the Day; which generate NPC Armies that do auto-combat against enemies on the map, have greater combat effect during the Day, but temporarily flee any time the Servant becomes Enraged near them
- add a general Tech Tree and specific Tech Trees for each type of Vampire (see below) that persist between sessions

- have three or four different types of Servants to choose from/unlock.  Recommend:
-- Warrior:  focuses on combat and destroying enemies directly (can recruit very few Armies)
-- Diplomat:  raises vast Armies on behalf of the Vampire to fight enemies indirectly (can fight directly with very limited abilities)
-- Spy:  combination of the Warrior and Diplomat, trading raw power for versatility, but can also flee from losing battles (ability on cooldown and/or limited uses per run) and/or simply has highest default move speed
-- Mage:  drops Areas of Effect on the map that weaken, slow, or damage/destroy enemies (weaker than Spy in terms of Army limit and direct combat ability)

- have three or four different types of Vampires to choose from at the start of play (three to start, one to unlock?).  Recommend:
-- Voivode:  starts with Warrior Servant, has combat- and passive-stat-boost-focused Tech Tree, and Servants of all types under this Vampire have shorter Tempers and longer Enraged times, but gain incredible combat abilities when Enraged (creating gameplay tactic of strategically provoking Rage from Servant)
-- Liege Lord:  starts with Diplomat Servant, has Army-and Resource-generation-focused Tech Tree, and Servants of all types under this Vampire have shorter Enrage spans with lower chance to harm friendly Armies
-- Philosopher King:  starts with Spy Servant, has mobility-, Temper/Rage-, and critical-attack-focused Tech Tree, and Servants of all types under this Vampire have much longer Tempers but periodically become uncontrollable in very short bursts even without being Enraged (until late-build Unlock is achieved)
-- Sciomancer:  starts with Mage Servant, has AoE-Spell-focused Tech Tree, and Servants of all types under this Vampire become possessed by Shadow Demons and have unique behaviours if Enraged (Warrior attacks nearest friendly Army or Tile if no Armies nearby, Diplomat siphons Resources of a type related to closest Tile type, Spy literally disappears and reappears on another Tile at random within Y distance after short time, and Mage uses next available Spell/Ability against friendly Army or Tile)
- non-default Servants are unlocked for other Vampires by playing their respective Vampire for enough time or completing Achievement objectives


If you'd like for me to elaborate upon or rephrase anything above that is unclear or feels incomplete, please let me know.  I'm happy to discuss further!

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OH!  And most important suggestion of all:  Make sure the full version is available here on Itch and GOG without exclusionary deals, regardless of whatever other platforms you may choose to release on.