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Battle of the Gods's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Music | #40 | 3.792 | 3.792 |
| Sound | #46 | 3.667 | 3.667 |
| Mechanics | #70 | 3.792 | 3.792 |
| Aesthetics | #76 | 4.042 | 4.042 |
| Story | #77 | 3.375 | 3.375 |
| Fun | #111 | 3.625 | 3.625 |
| Overall | #119 | 3.708 | 3.708 |
| Theme | #369 | 3.083 | 3.083 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Synty Ancient Egypt, Animations (Base Locomotion, Swort Combat), Dark Fantasy HUD, Particle FX; RPG Ultimate Music Pack Collection (from Humble); Music track from Pixabay (see game page)
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Comments
Very well put together
Thanks
Interesting game. I like the concept, but I would personally prefer if the player gained benefits from connections from allies or debuffing the enemies.
Upgrading units didn't seem as impactful as just getting more of them, but maybe I just didn't understand the system well enough. I think it's a good game though. Great job!
Thank you for the feedback. Initially, I wanted to implement some units linking to allies or multiple enemies/ other enemy fields. However, the 10 days weren't enough to achieve this on my own.
Upgrade strength really depends on the unit right now. During playtesting, I felt that upgrading AOE (esp. Dead Pharaoh) or Ranged (esp. Pharaoh, the best unit in the game) was best, sometimes more important than new units. But I linked the game more with first focusing on building your army and later upgrading it. But that depends on individual taste, I guess. Also, there's for sure room for balancing improvements, as I discovered a bug on the last day that required me to rebalance everything within only a few hours.
Anyway, I'm glad you still liked it. Thank you!
Nice, good game, honestly hard to believe you made this in 10 days.😅
Thank you!
nice good looking game... not sure about the theme though :D and I started an age of prosperity... take that gods =)
My interpretation of the theme is not as obvious as in some other games: the link mechanic, which connects your units with units on the enemy field to (de-)buff them.
Thank you for playing and congrats on winning :)
good stuff, I like the autobattle a whole lot of potential
Thank you!
loved the variety of units available, not to much experience in this genre so not sure what to more to say. Beautiful game and kudos for completing it in such a short time.
Thank you!
Beautiful game. I had fun completing it. Multiple types of characters, various attack types like ranged, AOE, melee. I love the animation. Game overall is a very professional demo. You can turn this into a full fledged game!
Thank you! Glad you liked it :)
Very cool. The link mechanic was a little confusing but I enjoyed the game.
Thank you.
I see, some explanations could have helped.
Great game
the art direction is awesome, as the background music
Thank you!
Fun concept, and there’s a lot of potential here 🙂
Thanks!
The Gods are pleased with this game. The Gods say you have a great future ahead of you. The Gods thank you for making this game for them.
Thanks :)
Very cool game! Love the concept and I realize it is not easy to come up with an auto battler in 10 days. I will say I had no idea what I was doing for the first round. And I didn't know what was going on the the troops? Didn't actually know If I was getting another troop or upgrading an existing one. But I did get to the end and secured humanity's prosperity so that's good!
Thank you! I appreciate the feedback.
Regarding upgrades: There are indicators in the shop saying "Unit" and "Upgrade" to distinguish between them. The ratio of new units and upgrades in the shop depends on the difficulty, the number of units you already have, and, of course, some randomness.
Its fun. Its easy though. I read bellow that auto battler arent easy to make, so I appreciate that it works and its playable! Potential for more development!
Thank you.
May I ask on what difficulty you played?
I'll try harder difficulty, so it's probably balanced because I don't think I explored your game enough. It's just weird to see this amount of content and quality in a game jam. I shouldn't overlook it. But you got 5 stars from me anyway.
Alright, thank you!
Just for you to know, my plan for the difficulties was as follows:
- Easy: learn the game. As long as you place your units, you will win.
- Medium: Place your units with some tactical intent, and you will win. So, by placing all your ranged units in the frontline, you'll probably won't win, but it is still a soft and relaxing experience. Further, you have to balance the number of units and upgrades you get from the shop to some extent.
- Hard: You have to consider your units' link effects and placement, and have to adapt to the enemy's strategy to win. Further, you have to think about the units you get from the shop and about which units you upgrade. So, some knowledge of the game is required.
- Impossible: For those who get their fun from suffering. You basically have to read your enemy's board perfectly, and you need some luck with units, upgrades, and link effects to have a chance of winning this.
I tried again on harder difficulty. Its day and night, I played on impossible, lost. Played hard, lost :P
But its strategy, I need to make betterchoices.
fun enough base for an auto battler, nice entry
Thanks!
Really well put together game, has a lot features!
Thank you!
cool stuff. The boards become quickly full tho, I am missing something?
Thanks!
While balancing the game, I experimented with more upgrades earlier (i.e., fewer units), but that was less fun for me. So no, you aren't missing anything; the board just fills quite fast.
Nice job! Creating an auto battler in a game jam is no small feat :D
I didn't initially understand most of the mechanics, but managed to stumble my way into winning quite a few battles.
You've got a nice variety of units to choose from, and from what I played it all seemed bug free as well.
Overall pretty sweet!
Thank you!
I'd really like to know what explanations would have helped you get a smoother start into the game, to consider them for future projects. That's always one of the harder parts for me, since - as the developer - I often overlook what appears unclear to new players.
Yeap! I understand the struggle with new user experience all too well >.<
I'm not quite sure what explanations might help, but here's some info from my playthrough.
Until my first battle started, I didn't know my units would be moving straight ahead.
I still don't actually know what the lose condition for the battle is, whether it is having more survivors than the enemy, or if having at least one of mine alive is enough.
I found the text font a little difficult to read at its current size. Instead of fullscreening the game, my brain just glossed over the text and looked more at the numbers and symbols (I don't have dyslexia I swear). This means I also didn't really read the skills text, I just knew that the purple squares did "something". I didn't realise until now that it has a positive team buff, and negative enemy buff.
I'm not really sure what the timer looking symbol on each unit affects.
Attached is a pic of how the text looked for me, I dunno how much resolution size affects, but yeah a bit more difficult to read.
Ah, I see. Thank you for the explanations! I'll keep them in mind for future projects.
Just to leave it here for anyone interested:
- Win/Draw/Lose: If one side has no units left, the other side wins. Otherwise, if there are no more possible moves, it's a draw. The number of units left for each side determines the damage dealt in that round (with a multiplier depending on the difficulty). Win grants a bonus shopround to the winner and does not otherwise affect the damage.
- The timer represents the "Turn Delay" (couldn't come up with a better name). It determines when the unit is allowed to act, with smaller being better.
- The purple square is indeed related to the link effect. However, all link effects (positive and negative) always affect the enemy only. On lower difficulties, you have a higher chance to debuff the enemy unit, while on greater difficulties, the buffs for the enemy become stronger.
Well-thought-out mechanics and I really liked the look of the level! Great job, keep going!
Thank you!
Shocking amount of depth for a jam game. I loved the style and there’s a lot going on here in a good way. The text was a bit hard to read at times, which made things slightly harder to follow. Being able to change audio would also help a lot. Overall really impressive. Great job!
Thank you!
(Options would have been the next thing on my todos, if I had more time :))