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Dead Raiders's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| I appreciate the sound design and/or music | #34 | 3.296 | 3.415 |
| I appreciate the mood/atmosphere | #41 | 3.320 | 3.439 |
| I would buy a longer/commercial version of this game | #44 | 2.095 | 2.171 |
| I find this game's challenge/puzzles interesting or compelling | #45 | 2.519 | 2.610 |
| I appreciate the art/visual style | #47 | 3.226 | 3.341 |
| Overall | #55 | 2.694 | 2.791 |
| This game was intuitive and self-explanatory | #77 | 2.425 | 2.512 |
| I appreciate the game-feel (responsiveness of interactions) | #80 | 1.978 | 2.049 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Jam Entry Confirmation
Indie Game Clinic COLLAB JAM '26
The Team
Kristóf Lovas, Marcell Lovas, Rneuma (Raoul Neumann)
Other Credits
Tiny Toon RTS Set https://www.fab.com/listings/f9dbdf1d-06c8-4e81-8ecf-840505315a62
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Comments
Nice idea! Felt self explanatory to me straight away, seeing the pathing of the raider helps a lot!
Though I did find the distance between placing a trap and choosing the next trap to place to be quite far, maybe if the icons were larger or placed elsewhere on screen?
Also I think the game bugged after completing level 1 with a still image over the screen, but I could hear sfx playing when I clicked. Cohesive vibes though!
Hello. Thanks for playing! Yeah unfortunately in this version the second level is bugged... Its been fixed since then and we will upload a significantly improved and updated version after the end of the game jam.
Regarding the bug with the end screen appearing unexpectedly. You are the second person who managed to trigger this issue - or at least the second who reported it, and we weren't able to reproduce it so far. Do you by any chance remember what you did before it happened?
Really odd, I tried to to reproduce the bug I encountered with no luck. Sorry!
The only thing I can recall is trying to place a trap in time before winning level one, maybe I was spam clicking the placement or choosing a trap at the time. I can't seem to reproduce it, hope it helps anyway!
Thanks for trying anyway!
Could probably do with some better onboarding showing the player how to place traps and what their cost is.
Agreed. We are adding a tutorial section to the post game jam version.
Cool idea, but a big buggy - can't progress to level 2.
Interesting game concept.
The graphics and music are very appealing and fit well.
Too bad I could not get past level 2 due to the bug.
I am impressed by how well you guys were able to make a strategy game like this without using words :) level 2 seems cool but I cant play it due to the bug :(
Hello. Thanks for playing! Yeah unfortunately level 2 is bugged in this version... We got a lot of positive feedback from people so we will upload an extended version with fixes and new levels included, after the game jam.
This is a really interesting idea, though I think the second level might be borked :( I would love a more clear indicator for the range at which the raiders prevent trap placement, I think it was meant to be indicated with their torchlight, but that made it difficult to make out the edge for me, which made attempting to place traps in front of them a little frustrating. I liked the visuals and the music though, and I think the concept has some potential!
There is supposed to be a circle on the trap when you are playing them (red/green depending on if it can be placed there). Its not showing up for you? Unfortunately the second level is bugged. This was reported by many people and I can reproduce it as well. Its been fixed since then and we will upload an improved version after the game jam. Thanks for playing!
That circle does show up for me, but just that alone I feel isn't quite enough in most situations. Without a clearer indication of the raiders' area of prevention, you have to physically check where something can be placed instead of just being able to tell by looking, which takes a lot of time in a game where quick thinking and action is key to success. I kept trying to place traps, only for the raider to block that tile the moment I actually clicked, and it felt a little frustrating :(
I'll have to check out the new build when it drops!
Since then I removed the circle and took a completely different approach (in the post game jam version) where the tiles you can place traps on, become green while you have building mode activated (after selecting a trap on the UI), and the ones you cannot build on because of a raider being too close, becomes red instead of green. This indication stays active and continuously updated until you place the trap or cancel building mode. Does this sound better?
That sounds much better! Excited to give it a try :)
I understood what the game was doing, and wanted to do it - but it didn't seem to work? I was only able to place a trap on the first level. I think the appeal is quite strong. I also couldn't tell what the UI was trying to say in terms of two rows of green bars. Would be interesting to see how it plays when the bugs are fixed.
Here's a playtest
Hello. Yeah unfortunately the second level is bugged in this version. I fixed it since then but we will only update the game after the end of the voting of the jam. Thanks for playing!
the bars on the tooltip of the trap shows you the cost of it (arrow down next to the bar), the amount of reward it gives (arrow up next to the bars, with the blood splat icon next to it as well - this means you get the reward when you damage them with the trap), and their damage (in the third row with the blood splat icon.)
The updated version will have some tutorial UI elements added in the first level. We didn't have time for getting this done for the jam.
the presentation is great but the game doesn't function well, it's too hard to place traps, the error sound is super annoying and if you don't know the game you'll hear it a lot...also why have the player start with so many traps? we should be able to discover them 1 by 1
Wasn’t sure what the goal was until I accidentally completed the first level and realized I have to kill the raiders :) Then tried to solve the second level, but was unable to place traps reliably (bugs probably?) and gave up after a while.
The concept is interesting though, and the art style and music fits great!
Aesthetics are great, but couldn’t gest past the second level. I understood the objective of the game, but didn’t understand when and how the mechanics work. I tried to set a lot of traps but could only spawn spikes or roof debris. Everything else didn’t appear (fire and other traps I couldn’t even see)
I got the idea with some trial and error but it felt bugged, I could rarely place things even when the circle was green. I didn't really understand when I could place stuff or why the traps disappeared but the goal of the game seemed pretty clear. A quick tutorial image would have been nice.
Hello. Unfortunately there is a bug on the second level that breaks the traps. This was reported by many people and I can reproduce it as well. I tested the first level thoroughly and there doesn't seem to be an issue there. I also can't reproduce the bug you are describing where they can't be placed (in the first level) even when the circle is green. In any case, we will update the game after the game jam with some bug fixes included.
I think it might just have been my confusion then and not a bug? I wasn't able to complete the first level after 5+ tries.
We will do some more testing then. As for traps disappearing - there is a progress bar appearing next to them when you place them and the progress bar goes down indicating that the traps have a timer on them and they expire. This is also indicated with a hourglass icon on their tooltip. Now I added the hourglass icon next to their progress bar to make it more clear. Not sure if this is what you mean though. There is one or 2 traps that isnt visible after placing them because they come from the ceiling and are invisible until a raider enters their area. Assuming that this is what you meant, I added a 3d indicator to the placed traps now that marks their tile as occupied (only traps do this) so you can see more clearly that something got placed there. These update will be included in the post gamejam patch. Thanks for your input!
I really like the concept, but perhaps I had a bug or something. I found it very hard to place, pretty much anything. I managed to only after picking something and then just spamming click in places and hoping for the best
Really cool concept! I like the fact that the pathfinding for the explorers is shown so that you can anticipate where to place the traps. The controls were also very intuitive, but i just feel that the timers on most of the traps were too high. Also in some cases i placed a trap and it didnt go off when the explorer walked in. Overall good job on the art and atmosphere :)
Thanks for playing! Yeah unfortunately there is a game breaking bug on the second level that makes the traps not dealing damage...The parameters of the traps (cost/reward/damage/timer) are not balanced well. We didn't have enough time to dial those in. We will update the game after the end of the gamejam. The update will include bugfixes, general balancing, and some extra content.
I have no idea whether the game is bugged, or I don't understand how to play. I place a trap, I get a countdown, nothing happens if an explorer walks over that tile, either before or after the countdown goes away.
Nice graphics, though :)
Do you remember if this only happened on the second level? Because we are aware of a game breaking bug that does exactly this but only on the second level.
It was exactly on the 2nd level, yes. Unfortunate bug to happen :(
it was an interesting concept. unfortunatelly it had a lot of bags even after restarting a few times
Hi. Thanks for playing! Unfortunately we are aware of one game breaking bug that prevents players from finishing the second level. We seem to have been over scoped a little and it was a real rush to get it done in any way so I was expecting some bugs. Can you please describe what heppened? We will update the game after the end of the voting period and it will contain bug fixes and some extra content we had to cut due to the deadline!
Yeah sure! 1) Sometimes a splash screen (i guess it was supposed to be the end screen) popped up and i couldn't se behind it or close it (even though I am pretty sure the game run in the background) and 2) in the second level i couldn't place the traps. When i tried to, the timer was there, but there was no sprite or activation when an enemy walked over them. That's pretty much it i think.
Thanks. Havent seen the spash screen one. I'm not sure how that could even happen because the object gets deleted 1 sec after starting the game. Originally we didnt even want a spash screen on the start but we had to introduce a shader compilation screen hidden behind a splash art because otherwise you would get shader compilation stutter any time you would do a thing you havent done before. There is a different end screen art though, that is there all along but not in front of the camera, so it might have been that one depending on how it looked. Did it have the characters on it, laying on the ground in blood? The issue on the second level you described is the one we know about.
Yeah, the characters on the ground covered in blood, that's the screen I'm referring to