FINALLY someone calls out the low res dice ahahahahaha. Us 2 friends who worked on this never once did 3d modeling before so making this dice was such a hassle XD
Thank you for enjoying the rest of the game! (dw the dice and events failed us during testing one too many times as well lol
Studio Fractured
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The core inspiration was indeed vampire survivors and we decided to go with enough content which we knew we could complete in 3 days, hence no enemy variants.
The upgrades do work, I think it could have been better displayed with simple UI text displaying "purchased" but oh well. The dice was supposed to be purely random by applying a random force to any side and ignoring all other forces, however it ended up feeling "floaty".
The skip button was in a way to...well...skip the cards infront of you and continue back with the game. Maybe a cross button alongside would have been helpful but we ignore the need for one as it would have given the same function.
The game does get challenging on later waves with faster and stronger. For the encircling point, we did try spawning enemies right infront of you so that you would have to serve and turn to avoid enemies.
Alright so for your main concern, "Why create this?" firstly I think if we ask that question for every single thing we try making, humanity will end up nowhere. Putting the upgrades behind RNG was an interesting choice as it gave the player a much larger control over what upgrades they choose, should they spent the currency this round for an upgrade? Should they save the currency for later levels? Will the player roll a 1 or a 6 next turn, would they then be able to afford the upgrade they like? Would the upgrade they want even pop up? All these variables amounted to tons of replay ability and having people go for the "lucky" run where they would amass the most points. The current top leaderboard player told me they would pick +enemies spawn cards to achieve the highest possible score.
It comes down to personal preference where some people will choose guaranteed outcomes where logic, reasoning and planning, while others enjoy pure chaotic randomness.
You raised some valid points with OOB and dice issues, however I think you completely missed the mark on why we created this game.
Thanks you! We also finally figured out what was causing the issues with the cards!! The game assigned the functions to cards at runtime and at the card press event it rerolled the events assigned to the card which meant that cards had the same price but different actions. This was such a trivial issue that it escaped our testing.
This was one of the most unique entries in the jam with how it implemented the theme, this makes for so many possible scenarios, does feel like a little too luck based but all in all an amazing amazing game which I had run playing and a multiplayer LB would have made me waste 10s of hours getting that number 1 rank.
The art style was cute and charming, the environment never took my focus away from the enemies, which had some great designs.
I would love to see this game grow and have more content and I really wish the devs goodluck in their future endeavours!
Okay so this game was charming and simple, but it did not implement the theme at all imo, more chips and some gameplay related focus on the dice would have been nice. The SFX were awesome and the bg music was pretty cool, the chips interaction felt responsive and snappy! I am proud to be the current last ranking person on your LB lol
I was genuinely blown away by the quality of this game. The mechanics strike a perfect balance between simplicity and depth, and the skill curve of managing mana, attacking, and defending felt incredibly rewarding. On one run I tried going with an all dice build, but I quickly ran out of mana, which showed how well balanced the system is. The cursed dice also betrayed me more than once 😭
The sound effects were fantastic and really brought the experience to life. Honestly, there was very little I did not enjoy. If I had to nitpick, I would say the UI could be arranged a bit more cleanly since the hints sometimes got hidden behind the tutorial button, and a few extra sound effects would have made the impact even stronger!!!
Overall, it was an amazing experience that kept me hooked from start to finish.
Surely one of the most visually pleasing game I have played in the jam so far. The gameplay could have used more feedback on damaging enemies and getting hurt yourself, all in all a very solid game made in 3 days and I wish you the best of luck in your future projects and hope you continue to improve your skills.
The story and the writing has you on the edge of your seat while you learn about the characters and their lore! Love how the music changes between each girl and how they're portrayed through their blog pages, that's very cute and unique! The skills in the menu would definitely be so fun to play around with. Between the story, mechanics, and multiple endings this is a game with a crazy amount of potential to tap into, nice work!!









