jozgames 2019-04-30 00:49
Adorei o visual do jogo, só a barra de vida que parece bugada
Foon → Ludum Dare Explorer → LD44 → NecroBlood
By FlavioEBN, shunaky, little-valhalla and FelipeGeovani
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 452 | 3.53 | 125 | |
| Fun | 389 | 3.46 | 125 | |
| Innovation | 574 | 3.07 | 125 | |
| Theme | 237 | 3.74 | 125 | |
| Graphics | 215 | 4.08 | 127 | |
| Humor | 681 | 2.61 | 107 | |
| Mood | 589 | 3.26 | 121 |
Adorei o visual do jogo, só a barra de vida que parece bugada
a bit unbalanced Capture.PNG
Polish it up, get some nice sound effects in there and this might be a fun little mobile game! There are definitely some balance issues, I ended up summoning a ton of vampires and just let that blood bar run high but hey... proof of concept? Not bad! love the sprite work
We are currently fixing some bugs and balancing the game. Maybe we will cap the Maximum amount of vampires in the future. We had no one working in the audio this time :(
The look & feel of the game is stellar! NecroBlood suits the theme really well too.
For me, the experience could have been improved if there were a stated goal or a wave count in-game (i.e. "Wave 32 incoming"). That way, I would have had a feeling of accomplishment as I continued playing. Also, this is a minor point, but the blood meter seemed to go beyond the screen bounds quite frequently during my playthrough. Maybe it would have been better if the meter were more numerical than graphical?
I love the graphics in this! All the sprites look amazing and each one is unique enough to immediately be able to identify what's coming. This is a really nice take on the theme, too. Very well put together all around. Nice work!
I loved the art style! it really made it stand out from the crowd. The gameplay is very good as well. :)
I loved the graphics and I wish I could see the sprites closer, I feel that there are many details I might miss. And I'd suggest any way to speed up and down the game, sometimes we're just waiting for the health bar to fill more and to see any battle result in the map, and these two things are a bit slow at first. Nice gameplay, btw, works like a charm.
Loved it! One of my favorites that I have tried, and the most fun gameplay. There were a few visual glitches, and it seemed like the AI got confused at times and wouldn't always move forward? Had an absolute blast with the zombies being contagious. I made it to wave 29 in patch 1.1. As for balancing, after a couple early runs figuring out the game, I basically ignored using vampires. They look amazing but felt the price wasn't worth it. Better to clump up lots of skeletons and then strategically drop zombies to try and get the contagious to spread over a group. When timed right, it clears through big groups quickly as more zombies keep spawning. Incredibly fun mechanic! Could definitely use more visual feedback in terms of waves and how much health and such the entities have. Feels like this is a great beginning to a fully fledged game. Amazing job and thanks so much for creating and sharing!
Good game with good graphics! It would be great if it was developed further! As previous comments states, the game is a bit one sided and it would be great to know how which waves it is. It would be great if there was audio and sound effects too. Overall it's a good game that is worth developing.
@jozgames Já arrumamos esses bugs, sem mais HP infinito hahaha
Nice game! I've liked a lot the graphics in this one. As a possible improvement, you should add small numbers into the different unit boxes so the player knows that they can use the number keys without the need to read the description. Keep up the good work!
@764hotshot This was due to a Blood bug on the version 1.0, it is fixed now ^^ Thank you for leting us know about that bug
@samuel-lee Thank you so much for theese words. It is really our Idea to continue with the project, about the sound effects, we didn't had time to do it and we choose not doing weird sound effects on this project just to fill it up, you know, it would break the feeling.
@lot9s Thank you for your feedback!!
Well, we are planning to give some visual feedback for the player in a future version, about the health meter, it was a bug and you health was actually infinitelly larger than it should be (The actual health)
But it's fixed now, if you want to give it a second try ^^
@shaner421 Thanks for the feedback! ^^
@phyro About the sprites proximity, we had to push the camera a little away to fit more unities at once. but maybe in a future version you will be able to zoom in and out.
About the Time speed, we are planing to put a speed up button in a future update.
@zactical That is awesome to read!!
About the Vampire, we kinda nerfed it way too much in this version, but we are planing to change it completely, and make it work as a blood farmer.
About the confused AI, I'm still trying to find what is causing it to happen, but if it is the mage, it is kinda a feature, because the Mage always try to stay at least 60% of his attack range away from the closest enemy, if he is surrounded, he start to panic
How did you felt about the zombie spread chance? was it too easy or was kinda balanced?
About the skeletons, did they felt overpowered?
Thank you so much for your feedback!!
We are planing to maybe continue with this project, and feedbacks like this are very good to read! ^^
@ayutazyumi In a future version, you will be able to see the time remaining to the next wave and show which wave are you currently on.
We are still trying to find a Way to make the waves better.
Thanks for your feedback!
@ionthas Oh, we might actually put that on the game. It would make it easier to know.
Thank you for your feedback!
@shunaky I didn't feel the zombie spread chance was too overpowered, and it felt like the game rewarded good timing and placement of zombies. Just popping them on a group of enemies would have the zombie quickly die, but if you protect them with skeletons the zombies can really do some damage. Not sure if the skeletons are overpowered or if it was just compared to the vampires. The fact that they are cheap makes them worth it to me, but is also a source of the fun as you can spam out a lot of them. I will keep an eye on your page for any future updates!
@zactical Thank you for explaining that. We may try doing something to avoid the skeleton overspamming, or creating an alternative to this strategy
Thank you so much for your feedback!
This was pretty fun. Great graphics. Was a bit confusing at first since I thought the graves were the only places where I could spawn stuff :)
Wow it looks... AMAZING! I love the sprites! But it did feel a bit empty without any music and sound effects. Gameplay is also really fun, though a bit slow.
LOL. We had pretty much the same idea except my game is turn-based and yours is more polished. I Love the art!
Edit: somehow I accidentally published this comment anonymously and I can't change it. @steambot would be me
@pseudobytes We are going to make the sounds for a future version, we had no time for making them :(
It fit the theme, and the graphics looked great !. (I think the zombies should live a little longer ;-;)
Beautiful art work! Just missed a objective or a goal to reach, but for a 2/3 days work it's neat game!
Nice artwork! The game needs a it of balance and some more content and then its a nice game for here and there. Good job!
I think the blood bar should fill faster in case you make a mistake at the beginning (like me)
@lucas-vieira-santos The zombies did lived a little longer in an earlier version, but then, when they transform an enemy into a zombie, they just overkill the entire horde. We are looking foward to see how to improove the zombie experience in the game.
@gabrielnied the goal for now is just to survive, in the future it will have more things to do or to worry about.
@nico-fallosch Yeah, we need to fix some balancing issues, but believe me, it was way worse in the version 1.0 hahaha. We are planing to do plenty of new things for the game, adding a sense of progression is one of them.
This one was super hard for me. I can't even survive the first wave of super-sword-soldiers. But i really dig the art style and i'm looking forward playing again because you seem to continue balancing and polishing.
@grllle yeah, our team is embracing the Idea of continue the development, we will nerf the soldiers because they are a real Nightmare, they are immune to swarm debuff (the description of the game tells, we didn't had time to tell that ingame) and they have a massive damage, the good thing is that they are super slow, they take a loooong time in between attacks. you can try using @zactical strategy, it seems to work just fine.
for now, the vampire is not that great, but it will be changed in the future
thank you for playing the game and for the commentary. ^^
Really hard, I died at first wave (or maybe I'm just bad at video games x) ). But I like the idea and graphic design.
I love the art style and the overall vibe of the game! However, I think a strong soundtrack could definitely help the game. I'm a music producer and sound designer and would love to help you in that regard. Good job!
@Zanar We are currently working on balancing issues, it is going to be a little bit easier to play on the begining, but hell to play at later waves.
@kamaraum We didn't had time or people to work with sounds this time, but we will definely put some goos audio on the game in versions outside LD (We can only balance or fix bugs, not create new content)
@Zanar @grllle @nico-fallosch @ayutazyumi @samuel-lee @zactical We Updated the game with some Bug fixes and Balancing.
We changed some values trying to make the game a little bit more easier in the begining, but harder in the end. Vampires are now more usable and skeletons are more fragile. The warriors are not that HUGE nightmare as before, but they are still very hard to kill.
As some values were changed, I believe you will need new strategies to survive.
Hope you guys can test it again and check if it is better now ^^
Looks real good, the pixel art is really nice! The units all separately serve separative purposes, which adds some depth! I had a nice time playing this!
@taqoshaq That's really nice to read! We are planning on doing some major Updates outside the Ludum Dare to keep this project running.
We even had created a third enemy, but for a bug he wasn't spawning on the first version, and as fixing it would break the rules(It would change the gameplay), he will be hiding until we release a version outside Ludum Dare:(
Really nice game! The graphics are excellent, and I'm happy to hear that there will a post jam version. I'm excited to find out what that third enemy type is! Some sound would be nice, though. Excited to see what you make next Ludum Dare!
This was amazing! Yeah you do get a little over run and the pathing got a little wack, but I played it for a bit seeing if I could come up with a strategy to win. I could not haha. Loved the dark feel to the pixel art. Keep this up!!!!
Neat tower defense game. I made it through 10 waves, then got flooded with knights. I liked how the zombies required a grave from a hero to summon. The graphics were really cute. Some sound effects and music would have helped add to the feel of the game.
@Zanar @grllle @nico-fallosch @ayutazyumi @samuel-lee @zactical @Mertios @pcoridan If you guys want to subscribe in our Mail list, we will be sending you more informations when we release another version of the game (Outside the ludum dare)
Love the art! Would definitely recommend throwing some music in there, even if its just auto-generated or something like that. Not usually my kind of game, but I managed to make it through 17 waves. More enemies and units would be cool if you expand on it! And thanks for tuning into the stream!
@carlsonandpeeters Thanks for the feedback, we are working on big updates, but we can't update things that actually changes the mechanics or add anything new inside here.
If you want, there is a Google Forms link that you will be able to leave your e-mail adress annd we will e-mail you when we release a new build outside the Ludum Dare (With big changes)
About the enemies, it was supposed to have 3 types, but for a bug it didn't spawned the third one on the firt release, and because of the rules, we couldn't fix that specific bug because it would probably count as an addition :(
(The character is fully programmed on the game, just not spawning, we know how to fix it, and we did fix it in our build outside the LD)
Thank you for playing
What you can improve: * add audio * remove auto HP regenerating * only vampires can regen your HP by "sucking" enemies * add enemies which can't be used by vampires for regenerate HP * add a wave counter somewhere on the screen * remove pause button
@rancoud Thx for the feedback, we are definely gonna look through it
Love the mood of the game, and the graphics are great! The pixel art is all very polished and consistent (and also pretty cute :P ). The game itself is pretty basic, which is not a bad thing, it does it's job well. However, some sound effects would improve it greatly, as it would let the player know that their spawn are having an effect on enemies, and it would make the killing of a bunch of enemies super satisfying to boot (some particles or numbers would also have this effect). Lots of potential for a nice little game in here! Good job!
@douglima Thanks for the feedback, we are planing to do a lot of changes outside the Ludum Dare ^^
Fun tactical game. Love the animations and pace. How much HP do Thief and Warrior have?
Here is my playtest:
https://youtu.be/ghYtZjmGvkM
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class Default_Values { // Common public const float BaseDetectionRange = 1f; // How far it is detected
// Vampire public const float Vampire_BaseHP = 2.6f; // HP public const float Vampire_BaseAgility = 4f; // How fast it moves and attacks public const float Vampire_BaseAttack = 1.0f; // How much damage it deals public const float Vampire_BaseViewRange = 3f; // How far it can see public const float Vampire_BaseAttackRange = .6f; // How far his attack can reach public const float Vampire_BaseDetectionRange = 1f; // How far it is detected public const float Vampire_BaseBloodJarCap = 10f; // What is the maximum blood that it can store in the jar (Not implemented yet) public const float Vampire_BaseBloodRegenPerAttack = .2f; // How much it regen (In % of the attack) [20%]
public const float Vampire_BaseCost = 2.8f; // Blood cost
// Skeleton public const float Skeleton_BaseHP = 2.5f; public const float Skeleton_BaseAgility = 1f; public const float Skeleton_BaseAttack = 1.5f; public const float Skeleton_BaseViewRange = 2f; public const float Skeleton_BaseAttackRange = .7f; public const float Skeleton_BaseDetectionRange = 1f;
public const float Skeleton_BaseCost = 1.5f;
// Zombie public const float Zombie_BaseHP = 8; public const float Zombie_BaseAgility = 1.5f; public const float Zombie_BaseAttack = 2.0f; public const float Zombie_BaseViewRange = 4; public const float Zombie_BaseTransformChance = .5f; // What are the chances of the foe turning into a zombie public const float Zombie_BaseAttackRange = .6f; public const float Zombie_BaseKillHPRegen = 1f; // How much the zombie regen it's life when he kills a foe public const float Zombie_BaseDetectionRange = 1f;
public const float Zombie_BaseCost = 1.5f; //old10
// Necromancer public const float Necromancer_BaseHP = 10; public const float Necromancer_MaxBlood= 20;
public const float Necromancer_BaseAgility = 0; // No effect on Necromancer public const float Necromancer_BaseAttack = 0; // No effect on Necromancer public const float Necromancer_BaseViewRange = 1f; // No effect on Necromancer public const float Necromancer_BaseAttackRange = 0f; // No effect on Necromancer public const float Necromancer_BaseDetectionRange = 1f; // No effect on Necromancer
public const float Necromancer_recovertime = 0.4f; // Time for each recover public const float Necromancer_recoveramount = .1f; // How much for each recover
// Thief public const float Thief_BaseHP = 3.5f; public const float Thief_BaseAgility = 3f; public const float Thief_BaseAttack = .5f; public const float Thief_BaseViewRange = 2; public const float Thief_BaseAttackRange = .6f; public const float Thief_BaseDetectionRange = .6f; // How far it is detected
public const float Thief_KillAward = 1f;
// Warrior public const float Warrior_BaseHP = 4f; //old15 public const float Warrior_BaseAgility = .5f; public const float Warrior_BaseAttack = 3f; public const float Warrior_BaseViewRange = 1.5f; public const float Warrior_BaseAttackRange = .7f; public const float Warrior_BaseDetectionRange = 1f;
public const float Warrior_KillAward = 1.5f; }
@icxon You played an outdated version, it was unbalanced, try playing the Online version (It is updated) we left the Download as the old one just in case we could be disqualified for the balancing.
@shunaky, oh I see, thank you!
Played the post-jam version as I don't use Windows. Seems very slick but surely needs some sound! Nice.
Outstanding job on making your units unique and interesting. They each felt and played like they served disparate roles. With a level setup, I could see this becoming a really fun game in the vein of the original Plants vs Zombies. The graphics were pretty cool, but the death animations were friggin awesome. I wanna see more units just to see how they die lol Good job!
@afroant we are currently working on new updates for launching outside the ludum dare. If you want to receive an email notification when it's released you can submit your email address to our Google forms and we will send you the link of the release
@paul59 Yeah, we didn't had time for the sounds, but we are working on it for the post jam version.
An engaging gameplay for me, really fun! Like your art!
Overall, I enjoyed it a lot, the graphics were very well done :) As for improvements, I would've liked a bit of feedback on what was happening in game (like knowing the start and end of waves, or maybe replace the wave mechanics with timer or something if we don't want to shift the attention of the player from the game to a UI), via audio / visual effects, but given the 72 hour time limit, that's expected.
First enemy wave was the most scary one, since I figured out how to span when the first enemies were in front of me. That part was a little bit confusing, but after that the gameplay was pretty smooth. A button highlight or hint in the beginning would be very useful for onboarding. You can introduce the dead one-by-one by unlocking them after enemy waves. If you can spawn any of them, it brings more confusion to an unexperienced player.
Once you figured out how to spawn, the game is amazing! Graphics is lovely, there are a lot of content variety and it looks really polished. Good work!
@oleg-tarusov Thank's our artist invested a lot of time on them, we are very proud of it ^^
@rudra-nil-basu We will be changing the entire wave mechanic maybe to something driven by the player, but we are still planning how we are going to be working on the game from now.
Yeah, I thought about the timer 3 days after the jam, as the time in between the waves is too short (In the begining), the warriors are too slow and the thieves are too fast, it kinda mesh all the waves together, I see everyone getting confused about the wave counting.
We will definely do something to tell the player how good is he doing.
Thank you very much for the detailed Feedback, @rudra-nil-basu ^^
Great game! It's fun to play, and a good level of difficulty. The artwork is really nice too! To make it really polished, it would've been great to have some audio, or at least some music. But apart from that, it's great :smiley:
@inkyglow Thanks for the feedback. We didn't have someone dedicated to the audio, the programming and drawings took the entire time, so we choose not to put some low quality sound cz it would not fit to the game after all the work we did on the graphics
@invader We did made a info button on each character, but I admit we could have worked on a little tutorial for how to summon and how to battle, there are a lot of hidden values that the player doesn't know (Yet)
Loved the pixel art, very well done. I felt the gameplay was a bit too simple. I wasn't sure if my choices mattered that much and spamming a lot of units seemed to work ok. I think it would be helpful if the pacing ramped a bit more slowly and I could learn what was different about the units more clearly.
Very fun to play! I like all the animations and artstyle, really great!
@strega We will be making the game a little slower That is a weird thing to balance, cause it will always have a meta summon, we are trying to find ways to get arount that. @kaeveris Thx for the feedback ^^
I have no idea how that person got so many vamps lol, was that prepatch?
@alexrose Yeah, it was a bug, Cause we changed some stuff at the last hour, and we forgot to put a max blood amount, Then you had virtually infinite life. It was patched on the v1.1.0
Great art direction, though the gameplay felt repetitive after awhile. The pacing / ramp-up seemed overtuned to developer testing so it wasn't as beginner friendly for learning what the minions do. However, the overall production value is excellent for a jam game. Well done!
Not a lot to add that hasn't already been said, but this was a fun little game! I managed to survive 13 waves on my first try, and from the look of screenshots it seems like it could've gone a lot longer with a bit of strategy.
I don't really have any feedback that others haven't suggested at this point - sound would've been nice and such. Still, fun little game.
@zesix Yeah, We are tweaking the wave generation equation to be able to create a better curvature. About the repetitiveness, we noticed that, but in a future version it will have a lot of different stuff to do (And happening)
Thank you for the feedback, it really means a lot to our team ^^
@cppchriscpp If you played the online version, 13 is a good number, the older screenshots and commentaries are about the version 1.1.0 (Before the balancing changes)
Because before you could Skeleton Spam and they were way harder to kill than it is right now, so the people who had really good scores back there were probably using this strategy.
Now the waves get harder faster (we kinda wrote the equation a little bit of tuned haha)
Thank you for playing the game and trying to make a good feedback.
hope you had fun playing ^^
This game was a blast. Sure it needs some balance, but what LD game doesn't. Devs did a really good job of making a complicated game understandable. Would love to play a more fleshed out version
Very well done! Love the concept! It's a very special kind of tower defense with a lot of potential. I think some kind of level progression would have been awesome, but still very cool! Good Job!
This is really good fun. Challenging, and entertaining. Trying to order my minions around though. Dumb skeletons with no ears to listen or eyes to see!
I liked the grave mechanic, and how they deterioate over time, especially with the visual indicator to go with it.
Art is fantastic, the background is just as well done as the enemies and UI.
It's a bit difficult to tell the difference between minion HP and blood cost in the tool tip. And the font for the extra text is too small, even at full screen. Perhaps make it a horizontal visual so it doesn't cover so much of the battle field. Changing the order of the units at the top would be helpful, as I kept trying to spawn skeletons and spawning Vampires instead. I expected the weakest unit to be in the first spot. My suggested order (for this unit lineup) is Skeleton, Zombie, Vampire.
Good work, I'd love to see more enemies and minions!
Great fun. 23 waves on my first attempt. Maybe some extra unit types would be nice. Ones that fight better against certain enemy types etc. Also, it would be great to be able to move the units, unless there is actually a way of doing this already that I missed. Also, maybe some kind of upgrade system to speed up the bar? Just content overall would help to make this game excel. And of course, music and FX ;)
Well done! Solid entry
@ghostgoatsgames We are working hard on the balancing, The Vampire have 1.0 Damage/Attack and 4 Agility, if we put 1.1 Damage/Attack it just rushes through the map killing everyone and start bullying the enemy at the spawn (It's actually fun to see, until the entire battle happens outside the screen :( )
But we are definely creating some mechanics to make the game more balanced.
@zubspace We are working on some Ideas on how to add a Progression feeling that is not the normal "Upgrade system" but something that you need to work your head around to be using.
@xeke-death - The whole Grave mechanic was made to not make the Zombies overpowered, as they can multiply by killing foes (50% of them will probably turn) we found the balance over there, buuuuut now we need to fine tune to make it worth. - In the future there will be some rituals that will use the graves for other stuff, so you will need to choose what you are going to do with what you have. - Our artist love to hear that, they put a lot of effort on it ^^ - We loved the Idea of a Horizontal scrol or trying to find a way of doing it without wasting screen space, we will definely work on something about that. - We'll try adding on to the Portraits hud something that I can Drag the portraits around and this way ordering which one is every simgle button, I think that will do the trick ^^ - We will be adding back the third "Hero" (Actually in our build, it is already done, he is amazing)
@jamesolivermusic Holy!! 23 waves??? That is actually pretty high score!! Did you played the online version? If it is, you did awesomelly well, normally people die in around wave 15. - We are trying to figure out a way of moving them or trying to make them a little more alive by changing the way they behave when Idle. - We had some Ideas about how the Progression of the game will be done, if we manage to do it, it will be awesome!
We have a Google Forms that you can subscribe to and receive a message when we release the Post Jam version (And next versions as well) https://forms.gle/A92VnWk5M3aEGAd17 <- this one
Thank you all for the awesome Feedback, we are working on some new content for you ^^
Neat game! I made it to wave 11. So much is going on it was a little hard to take it all in! But over all looks like a very cool game after reading what each character did it was a little more clear. Def a challenge though! Keep up the great work!
Here is the video of my gameplay from the other day:[NecroBlood By Shunaky's Team](https://www.twitch.tv/videos/420781173)
Great fun game! I love the graphics and the game is simple to play. One thing id really like personally though is able to accidentally kill your self by using all of your health (maybe something for if you ever intend to add higher difficulty levels)
Nice lookin game! Like the theming, good art - the gameplay was a bit more complex, sometimes a bit not transparent. Sounds/music would have added a lot of character. Just some simple creative commons stuff! :)
@Carbs We are trying to make the game easy on the begining in our build here (While adding more stuff) Just saw the video, I loved the feedback you gave on the video too, we are definely going to make the game easier to understand and the "How it works" area will be inside the game with all the values the player needs.
@olavdeng2 Yeah, we thought that too, but the game is already very frustrating, as you can't really win for now, you can only lose. Making the player die by accident just adds up for the frustration and don't add up for the fun part, so it wouldn't be the best choice, we will, indeed add a "Reset" button.
@joror We are currently working in a way to communicate with the player all these things but ingame, and create a good learning curve to it (Starting with pitchforked citizen and geting gradually harder and harder.
We have a Google Forms that you can subscribe to and receive a message when we release the Post Jam version (And next versions as well) https://forms.gle/A92VnWk5M3aEGAd17 <- this one
Thank you all for the awesome Feedback, we are working on some new content for you ^^
Hey there, nice game you made here :) Impossible for me after the wave of the golden knights, but I really liked it. The gauge for your resources doesn't go up fast enough to let you swarm the field with your soldiers, and compared to the enemy side, I could only have like 10 soldiers at the same time while playing cautiously.
I really like the art style, and I wish you added some music and sound effects to back up the game. But apart from that, great job ;)
Great job, dudes, simple and funny. I just have to take more vamps next time.. Never enough : _D
looks and plays really good, though it feels like it's impossible to beat, really hard, but fun
Loved the graphics and play style! Great concept!
Awesome entry, i love the graphics and the idea, i just have some concerns about the design, most of the 3 unity you may summom are completely identical, maybe you could reinforce the difference of each summon, maybe allow the skeletons to fire ranged arrows, the zombies a bit large to work like meat walls capable of luring the enemies while the vampires a full DPS and fast moving unit would entwine the mechanics ...
There's a lack of sound, would be amazing to listem something like a comedy / horror like music and sound effects to increase the juiceness of the game...
@ivan-garcia-filho The three units have diferent things on it. The zombie may turn the enemies into zombies, the vampire hits only one enemy and drains blood for the necromancer and the skeleton, well, for now he is generic but we are thinking in ways of making he unique (Enemies probably will drop equipments when they die and if it is safe the skeleton will rush to it and equip the items, geting stronger over time)
But your change Ideas are pretty good, we are definely look foward to see if those changes will happen or if they will be part of diferent summons, if you want to know when we release a new version of the game, feel free to subscribe to our mail list: https://forms.gle/A92VnWk5M3aEGAd17
Thanks for the feedback ^^
@shunaky SUBSCRIBED !!! And ansious for your team's progress =p
@ivan-garcia-filho Thank you so much for subscribing! This really inspire us to continue. ^^
Wow, very nice game. Perhaps some more balancing on the vampires. Controls nicely and easy to understand. Could really of benefited from some sound effects and ambient music of some sort but otherwise I didn't have any real complaints. Nicely done!
Cute game, the art style is great and the gameplay is simple but enjoyable. I felt the game was a bit slow in the beginning, but the pace increases overtime. I wish there was more difference between the three units you could summon, but overall, a good entry. :)
Whoah this topp notch here. Amazing art, beautiful execution. Ass everyone said, sfx would be awesome. I really this sort of tower defense genre. I really felt like a necromancer haha. Great job!
This was pretty nice! Feels a bit like our entry, pretty funny! I would add a victory condition or a high score to your game and it would add so much more :) Good job!
Great game! Love the visuals and use of the theme. As mentioned above, some sound effects and a little more polish would make this a great mobile game. Unfortunately, once you start doing poorly it's pretty hard to come back. Maybe some random drops that blow up a chunk of enemies, or a slowly recharging spell from the necromancer? Very fun, I found myself playing for 20 minutes. Keep at it!
Very well made and polished little game. I see this working well on the SNES or Genesis, the art style is very nice. I just had my problems with being overrun by warriors :sweat_smile: Here's a video:
https://youtu.be/Eif1jd8eJcI
@simplepotential The vampires are going to be reworked for the PostJam version we are currently working on.
@ildfuglen Well, all three units you can currently summon are pretty different, those differences are on the way it attacks and what happens when they attack (all these differences are explained on the game page ^^), but in the future, they will be more unique.
@Webox
@takayamushi We are currently working on a leaderboard screen.
@mharring We are still thinking in a way of using magic on the game or in a different way of using the units.
@philstrahl Just watched your video, loved the part that you complained that you didn't knew what the "Swarm debuff" was, and then you read the next line, and there it was hahahahaha
Thank you all for the feedback!!
If you Guys want to keep updated about the project and be notified when we release the PostJam Version (Probably Mobile), Subscribe on our Google Forms: https://forms.gle/A92VnWk5M3aEGAd17
The font in the game over screen is too dark, I almost didn't see there was a wave count on it. And that wave count could be visible during gameplay, not just at the end.
@avsc we implemented the wave counter on the last hour, so we didn't had time for it :(
But it will be better on the Mobile version we are currently working on. Thanks for the feedback :D
Awesome game! I absolutely loved the graphics and the whole take on LD44 theme! It was maybe way too hard for my liking, which - as I can see - is totally opposite problem from the first version of the game. :D But still great nonetheless!
otimo, gostei muito!
@tamail the first version had some bug issues hahahaha, thx for liking the game ^^
@cheesepencil :D
It's a real fun game. It beats another game and now becomes the most interesting game I have played in this LD!(In my heart)
And some powerful music will be better.
@musxue Thx a lot ^^
We are working on the game sounds and some other stuff
If you want to get notified when we release the Mobile version, subscribe to our Mail list: https://forms.gle/A92VnWk5M3aEGAd17
I like the game, but have some issues with the balance of the game.
Packs of warriors that spawn literally mows down everything. I think that the way the game's designed, warriors are overpowered no matter how slow they are because of how they can gather together and mow down everything you summon because they are so tanky that they stay on the field, deals insane damage, spawns quite frequently, and because of how resilient they are, warriors from behind will eventually catch up and continue building a literal warrior "wall" towards you that's basically impossible to break. Even with their lower attack speed, since they seem to love coming in packs, this disadvantage is immediately mitigated by the sheer number of warriors that march, allowing of them to lay strikes one at a time, killing literally everything. No matter what I summon (army of skeletons, zombies, vamps), they seem to mow down everything no matter what.
Your summons also spend too much time doing nothing but standing around while nearby summons fight despite being extremely close. This allows for packs of enemies (especially warriors) to pick out your summons one by one very easily. Perhaps make them a bit more aggressive? Also the fact that warriors can literally one-shot the most expensive unit doesn't feel very fair. I know vampires can drain HP and thus a bit harder to balance, but with all their cost and the frequency of warriors that somehow appear in packs, it's bit ridiculous how all of them die off the very moment a pack of warriors (which spawns very frequently) come along in my opinion. The other units don't fair much better either against warrior packs, but at least they can somewhat last a bit before being inevitably trampled by warrior walls.
Apart from these, this game's pretty good and the idea is pretty neat. Balancing needs quite a lot of work, but apart from that, good job.
@veilastrum We know the nightmare the Warriors currently are, we are trying to fix this issue and puting him into his place, the true is, the game was designed to have 3 types of enemies, but a bug didn't allow the third one (The mage) to spawn, but we already fixed it on the build we are working on.
The vampires are going to be totally reworked, they are currently too weak (And if I give them just .1 more attack they get too overpowered) in a near future they will be much stronger yet hard to use
It is very weird how the warriors always get clamped together we are trying to find out a way of making them more vulnerable but still having their "swarm killer" thing, as currently even using their counter actions it is very hard for you to kill them...
We are currently working in a Mobile version, if you want to get notified when we release a new version, subscribe to our Google Forms ^^ https://forms.gle/A92VnWk5M3aEGAd17
Nice art style, and overall a cute entry. Good job. :thumbsup:
Is there still a download for the original jam entry? I mean, that still is what should be rated, or am I wrong?
Nice stuff; I love the outlines around the enemies and the summons. The characters all looked great, their animations looked sharp, and they felt distinct gameplay wise.
I found the balance to be a bit weird (played the current web version). I personally think it would make more sense for there to be fewer heroes and more minions; the necromancer should be the one with a swarm.
With some creepy music and sounds, the atmosphere would really shine.
Pretty cool game, reminded me of the golden age of Flash Games ! Nice to see you took time to fix your entry's issues. I think the pixellated ingame font is still hard to read though.
Visually awesome - I really like the pixel art and my 9yo son and 7yo daughter got interested. I am playing and rating games while they are trying to go to sleep and this one really caught their attention. I said, "It's a nice looking game right?" My son said, "What do you mean dad? It's an awesome looking game!" I guess the game mechanic is a tower defense mechanic but all the enemies take a direct path but I can understand that it may have been tricky to include more navigation and dynamic obstacles to stir up the game play a bit. I ran out of life/energy as the wave was slowly progressing and I knew that I was doomed a few minutes before the game really ended so it would have been nice with a way to get out of that - maybe a potential coordinated and tricky to achieve "super move" somehow =) Great job!
@tempii, Yes, the original Jam version is the Download on the same page where you can play online. The download version is the real JAM version, the online version is the Balanced version (The 1.1version was necessary because of a game breaking bug that sliped to the release)
@ectucker1 Thanks for playing and liking the game! Well, we are currently working on some big changer for a PostJam version (It will be a mobile game) we are trying our best to be able to balance the game, but the Warriors and the vampires are pretty hard to balance, as if i reduce just a bit of the warriors they are not a treat at all, and if I buff the vampires just a bit, they start to Spawn Camp hahaha
@amour-du-pain Thx for the feedback ^^ About the Pixellated font, that portrait thing will be removed from the game, we had some better Idead about how to summon and showing that to the player, stay tunned :D
@imphenzia We are very flattered by your comments ^^ It's really cool seing that you and your sons liked our game :3 We wanted to create a game that resembles a Tower defense + Plants vs Zombies but with a little twist that your "Towers" can move, but we are trying to figure out a way of doing it avoiding this "Cone" movement, The balancing is still way off what we wanted, but in future versions (Mobile) it will be better About having no Life and not being able to summon anything and just watching your Necromancer die, we are tinkering some changes on that, you will still need your blood for summoning miniions, but maybe there will be some alternatives (TOP SECRET)
** If you guys want to keep updated about our game and get notified when we release the next version, please subscribe to our Google Forms mail list: https://forms.gle/A92VnWk5M3aEGAd17 **
@shunaky thanks for reconnecting with comments to my comment =) good luck with your post-jam version!
A refreshingly good game :) Liked the blend of tower defence and Plants vs. zombies. Sound would have done wonders to this game. Nice job!
Interesting game with very well done sprites and animations!
That's awesome! Had a great time replaying that, tended to resort to spamming skeletons... unsure if that's the best method, but it worked :stuck_out_tongue: With more enemy variants and unit types I can see myself being totally addicted! I'm looking forward to seeing where you go with this :grin: great job!
@conk It's great to read that!! If you want to get notified when we release the next version, subscribe to our Google Forms mail list: https://forms.gle/A92VnWk5M3aEGAd17 ^^
Nice game! I really liked the graphics and animations!
Very nice game. The only drawback I see is that its difficult to understand the strenghts and weakneses of each unit (friendly and enemy)
Absolutely gorgeous! I agree that it's not perfectly balanced. I wound up losing on wave 11, when it generated a few dozen warriors that I had absolutely no hope of defending against. The enemy generation might still need a bit of tweaking. Other than that, music will go a long way towards making it feel finished. The core mechanic is great already, and will only improve if more units get added. I'm definitely excited to see where you go from here!
Very nice graphics! Good animations and the UI works well.
Some audio would honestly have done wonders - it does feel a bit empty without it.
Looks good and quite fun. Some sound would really add to the experience.
Well, I couldn't get rid of the enemy, when he was near me. He just stayed there beating me and my minions stayed in place.