Playing this game made me realise that I need a vampire survivors like game that has only liquid dnb and maybe aesthetics from the y2k era :D It has been a fun run, I liked the placed upgrades. I think a bit of enemy or map variety would spice it even more up! It was fun to play.
barnanemes
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Thanks for giving a bit of perspective from the single dev side!
Also just a random info, our game also got around 15 ratings in the first 2-3 days, and nothing since then. Very demotivating.
Oh and I just checked out what's in my queue right now, all 5 titles have 25+ ratings already. So this is clearly not the case for everyone.
Thanks for replying, good to know I am not the only one.
Also another thing I found is this official post where this system was first introduced:
https://itch.io/t/2200921/rating-queue-for-jams-now-available-for-all-hosts?fbcl...
It seems like there is an option to unlock the random queue after rating a given number of games! So it should be used and the number should not be higher than 10 I think.
Realisticaly if there is no response on the discord in this topic I doubt it will get a reply here, but let's hope for the best!
I have mixed feelings about the new rating system, and I am not sure if it is the best way to go. Just to give this some context I will ellaborate below, but to preface everything I liked the old system much better.
So our team consists of some enthusiastic programmer and art guys, and we do game jams mostly for fun. Usually the whole reason of doing a jam is the thrill of making something fast, and trying to come up with a scope that is actually doable in a short time (and of course fail at that miserably).
But half of the fun is doing the whole community thing after, where we take a look at different games that got popular or very rated and see what makes it so. Until now we kinda did it as a continuation of the game jam, that when the submission deadline was over we went to the submissions and started rating and commenting on games that stood out for whatever reason, or got our attention with their capsule art. And it had a nice back and forth effect where we could comment for comment and rate for rate. I know that having many ratings does not necessarily means that we will have a good score, but still getting comments and getting rated was a number go up game that motivated us to engage more and more with other games and the jams community during the rating window.
I know this should not matter, but I feel kinda cheated with the new system, that I cannot rate whatever I want to. I get the problem that sometimes games don't get enough rates etc, so there should be an egalizing force that helps these entries. But for me having a random rating queue is just not justifiable by any means. I would understand if I could only rate 5 games first that have not been rated / played by a certain number of people, but after a threshold of like 5 or maximum 10 games I should be able to rate whatever I want.
The main reason for this I think is that playing jam games, and taking them seriously and giving constructive feedback is a lot of time and energy but if I cannot choose what games I spend my time on it becomes kind of a chore. Realisticaly I have time to play like 20 games / JAM so not being able to rate the ones I play made me not that interested to play them at all. I know that's kinda weird but that is how it is.
I have 2 more points that I will say.
1. is that I understand that the old system was kind of unfair to single dev games because they could not engage that much as a 5+ person team like ours so it is true that it was not completely balanced, and I do see that.
2. is that I understand that we can still do the comment for comment thing in any games that we want to, so the community engagement does not disappear completely, but for some reason it does not give the rush it used to. At least for me it doesn't.
Uh and an extra technical detail that I don't understand: Why can't we see the capsules of the games that we are supposed to rate? It makes choosing what to play and what not to play even from a small 5 title list very cumbersome.
Whad do you guys think? Am I being unfair here? Do I not see something that makes this a superior rating system? Any thoughts?
Pretty good game. Very polished compared to anything I played so far. The attack speed and HP could be alittle bit more explained I have no idea what I am doing. And when I have to sacrifice units or buy new ones it is very hard to understand the stats just from different brackets. I love the artstyle and the music, very impressive demo!
since new update I hade a new bug, after getting to the miniboss on level 10, 4 of my powerful cards disappeared from my deck. I didn't use frog, they weren't exhaust cards, so I don't understand what the problem could be. I had to play like I just started the game. Of course I died even with around 100 life :D
Awesome vibez on this one! I think the drawing with mouse got a bit tedious after a time, but I loved the main concept and the premise of the game. Trying to draw all possible assets was pretty fun! I think it's a good start for a cozy game, I would definitely play it more :) Congrats for putting this together in such a short time.
Impressive visuals and overall vibe. For me the controls were very frustrating, a lot of times I could not understand what I am looking at. It was hard for me to enjoy this otherwise beautiful game.
Props for doing something so ambitious in a week, but it needs a lot of playtesting. I loved the creature designs and the music, congrats for the team!
Impressive vibe. My only complaint would be, that after getting the hang of the games they became way too easy I got top score, and let myself die at 3 minutes because it was too boring to finish. Maybe putting it on 5 minutes instead, or more little game variety would make it better. Also a skip button for the intro would help replayability a lot. Good job!
Interesting idea, for me the connection job without any map or knowledge was a bit confusing. But I tried 3 times and on the 3rd playthrough it clicked that the people asking drop some hints and from there I figured it out.
I loved the story, I missed some details, or anything about the protagonist. Also it got a bit boring after you had to connect 3 callers for the third time. But even than you did make something unique and enjoyable, congrats!
For me the monsters cooldown after taking a picture was a little too short, also sometimes it got kinda stuck, so it didn't run far away enough for me to be able to explore more. So after getting the camera I could keep it in check but could not really progress otherwise. The setting looks cool, but the gameplay got a bit boring after 5 minutes for me. Also the monsters animations for a but junky. Anyway good job on pulling this in a week!
This game does something very right! the sinister vibez, the epic B movie voice acting and the simple art brings it together nicely. I think the whole card combining and burning mechanic is very clever, it is also very unforgiving (which is a plus). Can't believe you pulled this in a week, that is crazy! Good job everyone, one of the favourites from this jam :)
The capsule art made me click and try the game. The gameplay loop was a bit lacking for me, after 6 wins I got bored. Also for me it was not obvious at first that both sides of the screen kill you, so I died 3 times because of that :D Maybe some visual clues would help there. The game was a bit too easy for me, but good job either way!
I liked the gameplay - maybe a fastforward button would be great to skip already seen dialogue. Apart from that I enjoyed the limited artstyle especially the animations and textures were funny.
The multiple endings felt great - also I am kinda sad that you cannot join this beautiful organisation. Good work devs :)
Liked the sound and Aesthetics, also the way the screen was structured. My only feedback would be that with the custom mouse it was really not obvious that I can only touch everything higher than the longest finger of the hand, and sometimes this made the controls clunky.
I really thought that the story will go somewhere, but I guess there is only so much that can happen in 7 days. Props for the creepy visuals and vibe! Also taking organs away had a weirdly satisfying feeling to it. Well done.
Interesting idea. I liked the jokes but it is clear that you only got to finish the 'tutorial' so the game should begin when yours ends. 7 days is not a long time as it turns out.
I liked the atmosphere and music and I thought I missed something because the screenshots had more backgrounds. But I guess it is not in the actual playable version yet. Hope you guys learned a lot during making this. Good Job!
also the main boss is ridiculous. There is no way to beat this shit man. Getting there is way too slow, and it is so boring to start over all the time. Dealing like 50 dmg and 2-3 psychosis every turn is just not fair I mean I started with a lot of health and I didn't get any attack cards in my hands for 3 turns. I mean the difficulty jump is insane compared to the other enemies.
For me the half life revive card (lizard tail equivalent) didn't work the first time I picked it, so I didn't pick it again since then. Other than that it is already a very enjoyable expansion to the jam version.
I do think that balancing is nonexistent as of now, winning a run comes down to what cards you get in the first 2-3 rewards and if you can scale them up fast.
Did I miss something or is it really hard to remove cards from the combat deck?
Anyway great job on the game, I like the aesthetics on the beginning when the dungeon seems to be more alive. And the color tint variations make it more interesting :)
A small note on the sounds, for me combat music cuts off sometimes abruptly, sfx are always there but the bg muic has some issues. Also when in combat my cards are not disappearing when I hit end turn only when it is my turn again and I try to click one of them from the last round.
I would love to see an auto-save system at the end of combats or something, even if a run is not long, it is sad to leave a good build behind when I don't have enogh time to finish in one go.
Interesting take on the clicker/incremental genre. I think the balancing is all right. For me the map was a bit hard to understand. Even if I got all the info I needed when I howered over stuff, and also lots of the explanations are very clear. I only realised at almost the end that the random numbers represent the degree of the given tile :D
I think this game would benefit a lot from SFX and music, and also the kinda simple art that your capsule art has would be nice to see ingame too. With all that said, very good entry, it was enjoyable to play it through!




