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Drake's Void's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall (Fun and Playability) | #13 | 3.778 | 3.778 |
| Audio | #15 | 3.519 | 3.519 |
| Visuals | #18 | 3.852 | 3.852 |
| Creativity / Innovation | #19 | 3.630 | 3.630 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How was the theme(s) implemented?
Hints of dragon parasites infecting alien colonies, retro-futurism in art style, and elemental gameplay systems.
Where did the assets come from?
Homemade graphics
Most Graphics were created by the team during the jam
Home-brew audio
Most Audio was created by the team during the jam
Do you have a diffrent Discord nickname?
pscifiex (rubent)
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Comments
It took me a while to figure out what the icons below and above the enemies meant, but once I figured it out, I like the moving in combat. Unfortunately my character had only ranged weapons so it felt like I was just kiting them backwards the whole time :D. Once I had a couple stuns in my deck I basically never got hit again, which made the combat a lot less interesting. The UI for combat felt really nice though, I enjoyed it! I was disappointed I never got to spend my biomass (never got to 200, which was what I wanted to buy...). Finally, wow, I love your gorgeous graphics and renderer, it all felt very nice and cohesive. Sound a music fit well too.
I like the swipe to move system you got going here, guessing that was there for mobile players - but here I am using it with a mouse haha.
Very complete game! It works well and the little talk with your crew after jumping are cool. Very solid entry! What's the screenshot on the game page? Space Hulk Editor?
It's a home made level editor. Space hulks is the original name of the repo I started lol
A very ambitious entry! I enjoyed it thoroughly. My main complaint is that the stun card is way too powerful and I never seemed to get enough money to really upgrade my deck between levels.
A fantastic entry that has a ton of potential. Thank you for sharing it with us.
You can watch my playthrough here: https://youtu.be/xR0Pdz25raw
There's a critical bug: when I have completed a few missions and then talk to the captain to I chart the course, the map resets to just right after the first mission. I did it twice, the second time was when just before the final mission, so I get discouraged from playing more. I checked it, when I go to the terminal directly, the map shows the right progress, then I talked to the captain, then I check the terminal again. The progress got reset.
That said, this is a cool game. The combat is cool but yes it's too long for the amount of variety in cards and enemies. The scrap and biomass rewards are too stingy so I never upgrade in the armory and medbay except at the start of the game with the default funds. The visuals and audio are on point, no comments there.
Ah I wish I could fix that bug, for sure that is good to know
I like the Space Hulk style derelict ship exploring theme. I like our mother ship too. There's teleporter and stuff and you can jump between systems(that star chart looks like the one from FTL btw) cool Star Trek vibes, like the atmosphere and the worldbuilding. The retro style graphics look nice. I espcially like the dithering effect.
The deckbuilder combat is straight from StS, which i have beaten recently, so it was kinda strange for me to see that here :) But i like the implementation of it. New cards in the ship cost too much. I could buy only one in every 2 runs. Trashing cards are expensive too. You don't get too much scrap from runs. I don't get what biomass is for. You don't buy anything with it, i didn't see anything in the game that it is used.
The emphasis on combat in the game is too much for me. If someone made a pie chart of things you do in the game, probably %80-%90 of that chart would be combat. There's almost no exploration and maps are very straightforward. Maps only serve as arenas to kill the monsters. The layout of each ship is different but they look identical otherwise. I wanted to beat the game but the frequency and number of combat burned me out at some point. I had to drop on the level before the last one. Game is pretty long too. I played it at least for an hour maybe more. Not only there is too many combat encounters, the time combat resolves is not very short either. It felt really repetitive to me at some point.
I really admire you for making this game with an engine you built from scratch. That's an achievement in itself. Some of the things in the game can be improved maybe but i enjoyed it overall. I'm always down for a Space Hulk/Star Trek kind of Sci-Fi crawler anyway :)
that's some great feedback thanks! The medbay has a shop of its own, so I wonder if we can do a quick small mission to tell people its there. The economy balance is rough, we're definitely working on a build to fix that. I also understand that the game is repetitive right now, thats also a good call out. Working on adding some more mission varieties. There seems to be a bug preventing loot chests from spawning, and potentially adding more things to interact with the in the levels like higher level enemies with higher level rewards could entice players to do more exploration.
Very Nice game and nice experience!
I played Lair Keeper before this, so this one felt a bit to easy. I only ever had issues with health until the boss. So I never got to learn to preserve it until then. Also didn't understand that the gain move cards was removed. Prob cause I never got through an entire deck before the boss.
It was hard for me to understand the distance thing for a while in the beginning. And It didnt seem like the damage the enemies should give went through as expected. Like they both giving 3 damage, having a 3shield should let 3 damage through, but that didnt seem to be the case. So I got closer to the enemies than I otherwice would have, and hoping that the damage wouldnt go through, and most of the times this seemed to work but not always, so very confused about this mechanic.
Took me about 1:45 to beat the game. So intending to add even more content would have been a push for the jam.
I think I have to start by saying that the technical achievement is great. I love a homebrew engine and I did a 'sort-of' one last year, but it was just writing to a framebuffer on the CPU rather than a full rasterizer, so i'm finding this extremely impressive. I do wish that the view was pulled back a little bit, but aside from that, it's got some really incredible fundamentals to move forward with.
The art is obviously great, and despite coming from a few different places, all intregrates nicely together for a cohesive experience. As does the sound, UI and all that. Everything works together nicely.
For some reason there are dozens and dozens of card battlers in the jam this year, and your implementation of the is one of the best i've played across probably over a dozen with card systems. Sure there were some balancing issues, but i'd rather be able to cheese through a game in a reasonable time considering the amount to be played and rated.
On that note. I would say in the current position of the game, it's probably too long already for the content. I felt like I had seen almost everything after the second ship and by the time I killed the boss it was getting a little stale for me. This is almost certainly a symptom of it being a jam and not having the time to expand the systems / enemies etc for more variety, but in that case I would say there's no harm in a game being shorter and taking 20-30 minutes. I think my playthrough took just over an hour and that was without stopping to shop at all (perhaps I missed something really interesting there).
The movement controller felt great, and the 'choose your own journey' on the bridge was great, but I did wonder if it changed anything? As it seemed the ships all had broadly the same layout.
All in all this is really strong, from both a sytems, gameplay and technical standpoint, with strong art to back it up. My only critique would be the length, but I might be alone on that! Thank you.
Thanks for such a detailed review of our game! I really appreciate the thoughtfulness of your feedback. Definitely the length and balance as all due to crunch. We definitely ended up reusing more than we wanted to. We're currently working on a fast follow up, and by the response we have received from this community, we definitely think it makes sense to release a steam demo as well. Definitely fine tuning the mission variety, probably have the player do something than just kill all monsters (like ftl but dungeon crawler) was on our minds when designing the ships with specialized rooms.
I think the game started out on a good premiss but I found a parts of the UI quite confusing, and the balancing off. I played to the last / boss system and it took me over an hour to get there and in that final place there were no change in enemy difficulty that I could discern. So the fights had been near trivial, or at least I’ve been using the same strategy over and over since the start and, which meant that unfortunately there was no real progression in the game. The fights did take a while to go through too, if they were faster then it wouldn’t have mattered so much. Or say if I could have voluntarily not cleared the room and started on the terminal and then gotten all mobs at the same time. That could have been something.
Also having a star-map to select the path is a neat idea but that requires two things to become fun to me. 1) That locations are markedly different from each other and 2) That I have some prior information about what they are or what the risk will be. Otherwise it is an illusion of choice rather than an actual choice.
So I think a couple of days of balancing and streamlining at it and then it could be a really nice experience.
Play-through:
I've obtained the first rare sample.
Overall the game is pretty fun. The exploration part feels great, choosing your plasytsyle by selecting a character is great. Combat is clear, controls perfectly and can be played as fast as you want with overall the right lethality or at least enemies which die at the right pace.
I really like the range system. After winning with an engineer I briefly tried a sniper to see the difference and how you're dealing with enemies with different attack ranges is actually different.
Stun card felt like cheating and I wish there were fewer but more threatening encounters. I think one thing I would have enjoyed is no Stun card but slightly cheaper card Trashing so that I could try to rely on Dashes and Melee weapons adding shield as trying to build that sort of deck was definitely the part of building my deck that I enjoyed the most, this one felt strong but fair as I needed to find the right balance between cards to move forward in the beginning of a fight (at least when enemies don't) and melee+defense cards not to take damage during the further turns.
Thanks for sharing!
Awesome feedback! Yea we didn't quite get to thoroughly test all play styles throughout the game. Definitely lots to balance to squeeze out that satisfaction. I'm curious how long was your first run?
I'd say a little more than an hour. Turns using Stun and whatever attack card(s) are very quick.
Really enjoyed the graphics and the atmosphere you managed to put together with this. The deckbuilding felt fun and simple to execute without too much fuss
I love the retro aesthetics of the game, along with the space ambience looping sound. This game is really solid overall. I love how you have these different levels and each one has hostiles and terminals you can attack using the cards you currently have. Each battle is unpredictable and that's what makes combat exciting when hands are randomized on each turn, well done.
Thanks for the lovely feedback! I was a little worried it'd be similar to certain popular games. I ended up combining elements from other card games(like the movement system is from Cobalt Core and card system is STS like games) along with dungeon crawlers and it turned out great!
The card battles are fun, the graphics are veerryyy good! I like that you made more galaxies than one. Controls are good, didn't understand the purpose of the mouse-strafe tho
strafe I think is just standard dungeon crawler flare lol. No big reason its in there at all.
I meant mapping it onto the mouse
You mean like how to strafe on mouse? Click left or click right?
I meant that it was weird to add that as an option, no critque tho i like it
I don´t really see much of the themes here. But the color scheme looks kinda retrofururistic. But anyway, the game was great. Very cool card battlesystem, escpecially the grid movement. I think it was easy to exploit, but that is fine in a jame. The sound was great, the movement was super snappy and smooth. Controls worked well. There was a bit of story, there were NPCs. Just a very complete package. And you made your on software renderer?! I wish we would have a way of rating the technical achievement. Well I think I will put that into the Visuals rating. Really liked this one!
Edit: What was the Biomass for? And the prices were to steep, I could by a couple of grenades, everything else was to expensive.
The doctor had cards you can buy with Biomass which were the elemental cards (rare drops), but uh... we didnt balance that very well lol.
Really lovely, enjoyable card combat and the custom raster engine shines in giving it a unique feel. Multiple playable characters and the natural randomness of the deckbuilding makes it feel like this could really have some longevity to it as well, great job!
Game was a lot of fun and looks great too. The cards had a good amount of variety as well. Only bit of feedback is that it would have been nice to earn some more credits and biomass from the missions as I found it hard to really buy anything when back on your own ship (not that it matters I guess because you get showered in cards after every fight anyway) and it's a bit disorienting when you set a course and are then placed back at the teleporter area. I had some space quest vibes looking out the window of the space ship!
we could've definitely used an extra day of balancing
lol so say we all!
Initially chose to play this because the thumbnail reminded of "Blakes's 7" :-) Stayed for the great graphics, tense atmosphere and engaging gameplay. Card based combat is new to me, but think I got the hang of it. Wish I had more time to play. Thanks for submitting!
the dithered visuals are amazing and the ambient music is super good too
Absolutely love the visuals here the dithered rendering is gorgeous. Fun combat too, I got melee cards before movement so didn’t know what that was about at first but then after the movement it made sense, neat little twist to the combat that.
Great job all of you.
Yes! I also really love the little dance that you do with the enemies when it comes to range and melee attacks. I feel like there's lots of fun cards we can do with that in the future.
Insanely good for a jame game! The visuals are so lush.