Play game
Devil's Hand's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #60 | 3.556 | 3.556 |
| Art | #73 | 3.444 | 3.444 |
| Overall | #82 | 3.122 | 3.122 |
| Audio | #84 | 2.944 | 2.944 |
| Enjoyment | #92 | 3.056 | 3.056 |
| Theme | #155 | 2.611 | 2.611 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.








Comments
It took me WAY to long to figure out how to see the pattern sadly. Once I did it was a fun game.
I didn't like being penalized for NOT building something if I missed the pattern when it played instantly BUT that is kind of how tower defense works and I do like a good tower defense.
Fun game I'd like to see improved!
The first tower defense game I see this jam, and I enjoyed it a lot, up to the point it started lagging a lot :(
I loved the look of the game and the mechanic of using the pattern to summon towers has a lot of potential
I think the game also need a bit of balancing, I felt OP from moment one using only the barracks and tower.
Great work overall!
Thanks so much for playing! Totally agree, it needs lots of testing and refactoring to improve the performance and balancing of the game. Your game is awesome btw
Really cool take on the tower defense genre ! I like the quick minigame for spawning effects. With some balancing tweaks and a pass on optimization it should be even better.
Cheers !
Thanks a ton! I'm working on an update to hopfuly fix some of these issues, appreciate the feedback :D
edit, your game is fantastic btw
Thanks <3 Hit me up whenever your update is up !
Same to you, whenever you update or even release the game! :D
Nice game good work!
The framerate took a hit after I was playing for a while and then got really bad.
I did seem to be 1:1 with the amount of monsters I spawned but more the amount of enemies coming to my base and then didnt clear up even once they were gone, so not sure what the problem was.
Nice art work too.
Good luck in the Jam
Thank you for playing!! Yes i need to run some tests and optimize the enemies as they are most likely the culprit to the poor performance!
Cool, love me a tower defense game! The art looked nice here, the towers especially looked really good.
I liked the idea of having to repeat the pattern to build the tower, but I will say the fact that it looked similar to the mouse hover animation kept throwing me off and keeping me from seeing the pattern properly, which made it frustrating that it took my souls when I failed.
Also liked the decision to have to click to pick up the souls. It would be even better with juicier particle/sound effects to make it more satisfying. The regular level-ups added another layer of growth/advancement for the player.
Anyway, this kind of macromanagement busywork might bother some people but I always like the mechanical skill ceiling it adds to games like this. Rewards APM.
I do have to mention that the frame rate really started cratering once there were a lot of enemies and towers on the map. Not sure if that's a memory leak where you're not freeing some nodes properly, or if it's just Godot struggling to handle the sheer number of nodes you're adding into the tree, or something else. If it's the latter you could try having a preexisting pool of deactivated enemies/projectiles that you draw from and return them to when they "die". (Reset the position to somewhere way off screen, turn off the processing until called on again, that sort of thing.)
Anyway had a lot of fun building up my base and destroying enemies, great work!
Thank you for playing and reviewing my game! This feedback is super helpful! Yes the summon order is quite subtle, I'll look into making it clearer or repeat even. The losing all your souls on a failed summon is brutal as mentioned by a few other reviews and this is something that I'll change.
More juice is always something that needs adding, i have a few more ideas to implement.
The lag is the main issue i'm currently trying to resolve. Great idea about pooling enemies, this is something I always hear about but never knew how to implement but you've explained it super clearly, I'll look into this! Thanks again for giving my game a go :D
The pixel art is cool, but some of the symbols were really hard to tell apart. I couldn't really figure out how to place a tower so I don't know how to rate your game I tried clicking the matching symbols but seems like nothing happens and then I got attacked lol. Anyways, I hope to see an update soon because the concept looks promising.
Ah sorry to hear that, yes it lacks a tutorial so it can be confusing. The summoning minigame works like Simon says, match the 3 symbol pattern to successfully summon. I half explained it in the 'Controls' menu but didnt really explain it well. Its quite fast, perhaps it could be slow initially but later speed up towards late game. Thank you for the feedback and hope you give it another go if and when i update :)
The art style is amazing. Very cool concept.
Thank you so much! :)
Wow, the pixel art is really nice, good game, I liked it.
Thats very kind of you, thanks!!
Fun take on the tower defense genre, I liked the minigame to use abilities ! Congratulations
Thank you very much!
Really like the idea and the art style :D, it gives the game a strong identity right away. It feels like something that could grow a lot if you keep working on it, there’s a solid base here. Would love to see this go beyond the jam with more updates. I’d really appreciate it if you could rate my game too
Thank you soo much! I've been thinking of a lot of ideas to add if I decide to continue with this project. It really appreciate the kinds words, it motivating me to push for an update after the jam :) Your game is amazing btw, i've giving it a glowing review!
Really unique concept that I don't think I've seen used like this before! I did struggle with it a bit at first but you get the hang of it pretty quickly, the visuals are very cool and I had fun just spamming barracks and growing an army of little guys. Great job!
Thank you !! Yes there should be a tutorial for the summoning that i might add after the jam... maybe. The barracks and the lil guys are my favourite too
Interesting idea, I liked it. My only gripe with it isn't the performance issue (even though I encountered) but that units (enemies and mine) go off screen, have battles, spawn souls and there is no way for me to get them. Even when I zoom out to max level.
Overall, pretty good game. I liked the pattern matching part -- makes building towers and/or attacks more interesting. Although right now (and I am guessing this is due to jam constraints) there is a clear "winning" strategy that dominates anything else available.
Thanks for playing! Yes the unit pathing needs a lot of work, i spent way too much time on it and its still not great, something to work on for next time! It needs lots of balancing too but all the core mechanics i wanted are there. I appreciate the feedback :)
wow, first of all congratulation on your game, its so cool. 2nd this game has such a cool mechanic and idea, loved it!
typing in runes to summon units is such a cool way to go about this! i did go full barracks, and it ended up lagging me out of the game, but that was the web build so i assume that the exe handles it a lot better. great job!
Thanks :) Yes the barracks does cause lag as they forever spawn units with no unit amount cap! I did actually setup a limit but obviously not correctly... Glad you liked it!
I'm not very good at tower defense games overall, so this was rough for me haha ... but I enjoyed playing this! The summoning is fun, felt like a boss pulling it off each time.
Glad you had fun, I tried making the summoning more interactive and interesting. thanks for playing!! :)
Pretty cool idea, and I like tower defense games so everyone gets one for free from me ~ But this game has a myriad of issues
1. This game was made for ants. Everything is so tiny, and you shouldn't have to zoom in to see stuff in the first place. Everything should be optimal size, scale and resolution right off the bat. I get you probably tried going for something unique by implementing it, but it literally serves no purpose
2. This is one of the few games that would have absolutely benefitted from a standalone downloadable executable, the browser-embed shits the bed every now and then with slowdowns (most noticable in the audio whenever the game spikes)
3. The gameplay concept of you having to play a little 'Simon Says' to summon stuff is neat and all, but if you for any reason fail to memorize the patterns and boof the summoning, you're essentially rendered defenseless and you might as well start the game over right from there and then because there's no way for you to do anything at that point. There should either be a skill/ability you can do for free and/or without having to do the minigame-within-a-game summon mechanic, and/or a wee bit of souls should appear constantly
4. The enemies (at the very least at first, haven't played the game past that to verify this: full disclosure!) are pretty weak, making the game feel mundane and like a chore
This game has incredible ingredients for greatness!! And I must truly applaud you for your uniqueness, but this game trips over its own dick way too much and what makes it unique also hurts it severely. Leading to "style over substance"
Thank you for your indepth feedback, it means a lot that youve taken the time! Yes I totally agree, theres plenty of issues and oversights. This is my second game (and jam), this is something i'll definitely work on for next time.
It runs quite poorly on the web and i didnt have time to test and optimize it enough, a download version would for sure boost performance.
Failing summoning is quite brutal and unforgiving, adding skills that make this more forgiving is a good idea. The enemies dont scale health or damage, they just increase in number which definitely doesnt help performance either! The plan was to add more enemies... but never got around to it.
Thanks again :) I like your game btw
I'm a professionally-trained game designer, being analytical and being able to give indepth feedback is within the wheelhouse ~ Thank you for being able to take the criticism well!
This is very impressive for your second Jam and game of all time! And at the end of the day my criticism is just nitpicking minor inconveniences. Hey, we all live and learn ~ My first ever Jam games are nothing too shabby to write home about 😅Also thank you for checking out Void Reaper!
I loved the overall concept of the game. I felt like I was some demon lord summoning towers to protect my base, but the only problem with this kind of game is that later on when there are so many units, the game becomes really laggy. Not sure if there was an end, but I had like 30 towers haha
As a side, it would have been nice if the colors were a little more unique for the summoning tiles since the red overlapped with the towers so it was hard to see the color combinations.
Thank you!! That was the idea a demon lord controlling minions. Yeah im quite disappointed on the performance, it was running better in Godot :/ might release a newer version to fix this after the jam.
Yes I agree the colours and even ui could use some work. Thanks again for playing!
Love the idea behind the game! The art is well done. I was slightly confused at the beginning about how to cast the spells. Also, I think the tooltip for skill upgrades might not be working for me.
Overall a really fun submission!
Thank you! Yeah i wanted to do a tutorial ingame for the summoning but ran out of time. Thats weird about the tooltips, you do need to hover your mouse over the buttons for a while to see them tho. Appreciate the feedback:)