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A jam submission

Blood GodView game page

Blood is your currency. You must take it all!
Submitted by Braymen — 8 days, 21 hours before the deadline
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Blood God's itch.io page

Results

CriteriaRankScore*Raw Score
Theme (How well the game fits the jam's theme)#54.0004.000
Overall#103.2653.265
Fun (Overall enjoyment)#113.1183.118
Balance (Pacing of the game)#122.8822.882
Uniqueness (Origniality of the game)#173.0593.059

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I like the concept and the art is really nice (even if the text is very blurry, I suspect you have fractional scaling and/or didn't turn on MSDF). Bit of a shame you submitted it so early, this is great progress for a week but you had a whole other week to add more stuff! Like, imagine if your mouse circle transcended universes, hitting them all at the same time, or some way of controlling the NPCs so they don't run away all the time. As-is though, it's a well done - if a bit basic - nodelike incremental.

Submitted

The game is easy to understand, but it gets a bit overwhelming later on. There’s no downtime to catch your breath. Having to grind all the way to 6,000+ blood felt a bit suffocating.

Submitted

Fun game, fits the theme well & in a cool way! I really like the art style and the game itself feels surprisingly "juicy" with the shoving and blood splattering.

Here are some notes:

- The distinct creature designs are really nice and fun. They are also very distinguishable which added a lot since you can see exactly how each universe is progressing at all times, good job on that!

- I also like the UI, it is very clean and simple in a good way. I might like more info about each upgrade before purchasing it though, for example I prioritized the second Blood Amount upgrade because I mistakenly thought it would be 2x instead of +1

- I like that red and green kinda leans into their own strengths, I might like to see this represented a bit more even. Maybe blue could be the catch-all for general things like creature cap & spawning behavior with red leaning more into hovering (e.g., a bigger hover area, faster tick rate, less push back, or bonus blood for killing creatures via hovering) like how green is currently fully for idling? The current implementation is good too, though

- Idle Damage feels a little underwhelming at the mid-late game, after I bought the final 'Idle Dmg Targets' upgrade I realized that it was only hitting half the creatures that would spawn even without 'Spawn Targets' or 'Creature Cap' maxed

- I'm not sure if it's intentional, but some of the upgrade costs seem a bit unbalanced at the end... I maxed the red upgrades when I still needed ~8k of green & blue to max, even though I was not focused on red at any point. Maybe it's because of the health differences? Either way, suddenly it felt like "a waste" to see my red blood ticking up into 10k+ as I kept working on blue hah. The pacing is great up until like 70% of the way through, though.

- An ending title card might be cool when you max out all upgrades