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Katari: The Curse of Varyx's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art | #31 | 3.867 | 3.867 |
| Sound | #34 | 3.333 | 3.333 |
| Polish | #62 | 2.867 | 2.867 |
| Overall | #63 | 3.056 | 3.056 |
| Theme | #65 | 2.800 | 2.800 |
| Gameplay | #76 | 2.600 | 2.600 |
| Atmosphere | #83 | 2.867 | 2.867 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It's a wonderful game, with a super cute art style and music – and the gameplay concept is interesting and well done, but the difficulty level is like Dark Souls - but after some time I was able to finish it.
But I also want to pointed out on gui. I don't know why, but that jumping “Space” button is a masterpiece and very pleasing to the eye.
Thanl you for the feedback, I am working in a new build with a bunch of balance modifications. Lot of people told me about the difficulty factor, it was too high.
I liked difficulty when understood more about others spells and how I can combine then. But at start I was confused.
I didn't understand at start that ice spykes are at touch distance and how much I need attack enemy to kill them and how manage to do it without dying.
At the end I came up with strategy: set totems at the end of the line - when enemy near it: use ice spyked ones and after recharge second time to kill.
Mostly difficulty was to figure out strategy, but after 1 level everything was better, I have had strtegy + new spell.
Cool, I added a "telegraph" mode to certain spells, including Ice Spikes, so the players know the range. I think the error is in the first level, it too much punishing to the player. I changed number related to energy and player hp as well.
Again, thank you for the feedback, I really appreciate you took the time to pass the first level. Some people just gave up.
I can tell the gameplay is very well thought out, but I personally think it has too little of a margin of error to be enjoyed fully. Art looks great though, and I can tell you spent a lot of time on this!
Thank you for the feedback :) And yeah, after all the reviews my conclusion was I have to work balancing the game. I already changed some numbers to make it more enjoyable, so I will create a new build after the jam is finished.
I feel like there's a really awesome idea in here, but i found it too difficult to complete the first level, so you lost me. I think the addition of a ranged damage spell early on would allow this to feel more like the tower defense, it feels like it's trying to be. The spritework is quite competent, and i wanted nothing more than to see the later levels, so your desing is sound. thank you c:
Cool game! well done :)
I really like the art style and the concept of this game.
The art and sound for this game are super well done, a bit hard to get in to, but once I started to get it I started to have a lot of fun with it, great job with this one!
i’ll be honest, i had a pretty hard time getting into this one
i tried to use all the abilities and fight the enemies, but i was not sure if i was doing damage correctly. for example, the ice spikes looked like an attack, but enemies didn’t seem to die from them, so i was confused about how combat actually works
after some time i understood that you can build things, and i managed to build a totem, but this part was not very clear to me at first. i think the idea of abilities turning into build/place actions needs stronger UI feedback or more direct onboarding, because at the start it felt more like i was just using spells, not placing structures
the difficulty also felt very high right away. i still didn’t fully understand the controls and systems, but enemies could kill me in just a few hits, so i couldn’t get past the first wave
one more small thing: the font/UI text was a bit hard to read in some important places
i think the game has interesting ideas, but for me it needs clearer onboarding and a softer first wave so the player has time to understand what is happening
Thank you for the detailed feedback, it is so helpful :) I think I will add more elements to the GUI to help the players to understand the mechanics. I have to work in the balance as wel
Aesthetically, the game stands out for me. I think the sprites are very pretty, and the color palette fits perfectly with the overall vibe and the music. It gives off major PVZ vibes. The difficulty was a bit too harsh for me, but the mecanics seem interesting if they get balanced to make life easier for the player (possibly a skill issue on my part!)
Thank you for the feedback and for playing the game. Other people have said the difficulty is a bit high as well, I will work on it :)
For me this game was tough. I love how you have to lose health to gain energy. Nice strategy game!
Reminds me of PvZ but i like this more than PvZ, i love the mechanic
I played PvZ and loved it, and yes, it's a clear reference. I am glad you liked the mechanics.
The mechanic is smart, but somehow i keep dying after a few number of enemies. It's like my energy recharge too slowly.
Remember you can recover your energy in exchange of life and you can recharge your life with the hekate totems. The challenge is to master the balance between these components. It's like a "controlled decay".
Thank you for playing the game :)