Very fun gameplay, very basic but cool ability system. I really liked the day/night mechanic and the quest progression aswell. Great joB!
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Crimson Survivor's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #150 | 3.723 | 3.723 |
| Enjoyment | #263 | 3.745 | 3.745 |
| Visuals | #566 | 3.638 | 3.638 |
| Audio | #580 | 3.170 | 3.170 |
| Overall | #639 | 3.238 | 3.238 |
| Innovation | #1127 | 2.532 | 2.532 |
| Theme | #1250 | 2.617 | 2.617 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The game is harder during the day than in the night, but more rewarding, and also you can exchange HP for mana, making it more risky.
What code and assets did you not make from scratch during the jam (if any)?
Some assets that will be included in the game description
How many people worked on the game?3
Comments
Not bad! I wish you had just chucked some scaling health increases on stuff so there’s a reason to play infinitely, but it was fun getting absurdly strong. By the second time through I was having to spend a ton of time just waiting for the upgrade thing to actually give me upgrades to choose from, which had a huge delay each time, and then clearing the objective in seconds once I left. Ah well. It was a fun start, I didn’t really feel the theme but I did notice enemies being stronger during the day and the ability to sac health for mana was interesting but nothing even approached warranting doing that. Solid game all around though!
Thank you! well its not a fully finished game, we only worked on couple of quests/enemies and we are gonna give it a small update to make it more balanced and much harder/rewarding. But I don't think we will ever touch it after that unless we see it as something that would go much further. Glad you had so much fun playing!
This is really cool, amazing to fit so many features and a good gameplay loop in only a week, well done
Super fun game! Very simple and really well made. In the two runs I did, upgrading different skills, I felt strong, but I’d say the basic spell is way more fun than the explosion. Congrats on the game, the sounds and atmosphere were great, really satisfying!
Nice little entry. Visuals and sound design blend really well together.
Keep up the good work!
Fun game and i liked the different attacks you could do! I liked the art style you guys went with and the deign with showing how everything works right away was helpful
This was one of my favorites. Easy enough controls and HUD to jump in and immediately understand, but with enough depth to really bite in and enjoy more runs. I absolutely LOVE this concept and the way you've implemented the vampiric systems, the random-rolling upgrade systems, the missions, the combat, and the day/night cycle and its significance. This is just a really, really polished and enjoyable game from start to finish.
Masterfully done - incredibly impressive within the development window and an absolute blast to play! I really love this entry!
Nice game, the combat is well executed and some cool visuals and effects, great work :)
Very cool combat game! I really like the abilities and the way they were implemented. Also very helpful that is says the controls and cooldown at the bottom. Good job! :)
This game is very fun and gives you the feeling of progression very good. Balancing could be better, I think first map and final boss was a little bit easy because enemies and their projectiles can be kited very easy but second map's balance was good. Overall very solid and fun game, nice job.
It's just a slang for taking a risk for a reward, but I know a lot of people took it literally. You can check the post they made here: /jam/brackeys-14/topic/5250651/clarification-about-the-theme
Really cool take on the Vampire Survivors formula—more interactive and nicely adapted to the theme. I liked the “risk” idea of pushing forward for bigger rewards. I barely used the HP→mana trade; personally I preferred advancing and earning more rather than swapping health for mana.
Skill feedback and the art are great (especially on the second map)—I genuinely enjoyed those.
A few rough edges I noticed:
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On the same map, it could ramp up harder over time (more enemies, modifiers, maybe some procedural variety).
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Possible bug: after selecting a skill, if I keep clicking while the card is fading out, I can take the skill multiple times without paying. This made my run much easier—maybe that’s why the early difficulty felt low. I even kept playing after finishing for the power fantasy. At some point I wasn’t taking risks anymore; I was the risk for the enemies. 😄
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A dash that lets you hop over obstacles would be a great addition; once the character gets fast, rapid map clean-up would feel extra satisfying.
Overall, a solid concept and a very good jam entry congrats!
Thank you so much for the feedback!
- Sadly the second map we didn't have the time to add more quests or enemies, we even planned a 3rd one but didn't do it in time.
- We actually noticed that on the reroll button and made it unclickable in the fading phase of those upgrades, but I guess we missed the actual upgrades! We will fix these once the jam is over.
- The dash is for the day, in the night it becomes a blink. The idea was to have more mobility and and easier fights in the night so you can get to the loot and the objectives easier.
Overall I feel like if we had testers before the submission we could've detected more bugs, but sadly we are just a small team XD.
Overall I enjoyed the game, congratulations for releasing such a product on a jam!
Few notes:
- Sometimes enemies a getting stuck next to the tile corner. While technically it's a bug, it's fun, so not sure if it has to be addressed:)
- When casting the fireball or lightning enemies start approaching you before they are getting the damage, this for some reason feels wrong.
- Fireball has a max range that is not identified in any way, so it is hard to plan the battle in advance from time to time.
Amazing feedback, glad you liked the game!
As for your notes:
- An obvious solution is a pathfinder algorithm, but due to time constraints we just did a simple distance check and chase.
- We added the damage tick in the middle of the fireball frame and the lightning when it hits the ground, so the game checks only 1 frame to do damage instead, that's why it's so easy to miss spells that you somehow see them land, and the spell hitboxes are very on the animation so maybe making those hitboxes bigger makes it feel better. The obvious fix is to check multiple frames of the animations and register the damage if the enemy is inside at least one of those frames but its also not easy to make in such a short time XD.
- For range there isn't a good way to add it (maybe hold the spell shows it, release casts it, idk how to make that on the fly tbh) and we just decided to let the player get a feel for the range overtime.
After I got the first crystal, I died, and when I respawned, my crystal count was reset. When I went back to collect the same crystal, it wasn’t there. Other than that, the game is fun — I’m just curious about the ending.





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