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A jam submission

Eldritch ApocalypseView game page

Complete the ritual before time runs out in this real-time deckbuilder roguelike
Submitted by Jaco van Hemert — 1 hour, 25 minutes before the deadline
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Eldritch Apocalypse's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#2904.4294.429
Creativity#4444.2384.238
Enjoyment#8083.8333.833
Audio#8673.6193.619
Narrative#11043.4053.405

Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Each attempt needs to be done within the time limit, and various other bits count down (e.g. cooldowns)

(Optional) Please credit all assets you've used
See description for credits

(Optional) What would you like to be called if GMTK features your game?
Jaco van Hemert

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Comments

Viewing comments 31 to 21 of 31 · Next page · Last page
Submitted

Really well done

Submitted(+1)

Beautiful pixel art and color scheme, this really ties together everything in the game including the UI ! The mechanics are simple to undestrand and fun to play around. Having to check yourself the time to reverse it instead of just losing at the end of the timer is a very refreshing touch. Great game, impressive for 4 days of work, i hope you’ll keep working on it in the future !

Submitted(+1)

This is a very clean game, all of it is very well-executed, even stuff like being able to quickly reset when the ending animation plays feels very nice. It almost reminds me of touhou in that way.

One thing i found weird is that theres no music for the shop, it was a little jarring considering the rest of the game has very nice music.

If this were further developed id love to see some more variety in cards, some of them, like the 6x3 and 5x4 cards, feel far too alike to be interesting to get.

Its a fun twist that you are the one with agency over whether monsters get spawned, i was very much expecting monsters just appearing every so often, so seeing that its part of the drawback cards was an interesting take.

Submitted(+1)

This looks great and has a very interesting gameplay, easy to understand. I'm a fan of games that explain the gameplay with visual cues instead of giving me a wall of text. Is there a way to turn off the tutorial? When I lost I wanted to play again and the tutorial started again it was I'll be honest very annoying and killed all the fun.
I would love to try again if there was a way to skip the tutorial and do things on my own.
Great entry!

Developer

Once you get through the first ritual stage (i.e. reverse time for the first time and then restart the ritual), it should remember that you've seen the tutorial if you don't close/reload the page. I.e. if you restart by going back to the menu in the lose screen and starting again from there, it should start a new attempt without the tutorial.

If it still shows the tutorial, that's a bug; sorry about that! Someone else mentioned this as well, so it may be something I missed.

Submitted(+1)

fun gameplay and stunning art nice work!

Submitted(+1)

Very fun gameplay! The visuals look great too. Really impressive, great job!

Submitted(+1)

This games style is phenomenal. The palette fits the game, the enemies being silhouettes is perfect, and the overall aesthetic is top notch. I think it is among the best if not the best presented game in the jam

The tutorial here is also very well done, I like how it slowly tells you mechanics as you unlock them rather than giving you a pillar of text for all the mechanics. It in particular felt really polished, it was not hard getting into the game at all

I will say, the squids are FAR too dangerous for them to be worth as a bad card reward. I also think that the 1x10 damaging field is too weak, so here's my idea: If you could increase the time that the 1x10 aura ticks down so it blocks the squids from shooting, they would be very useful for holding the squids while you look for another card to kill them directly

I don't know if it is intentional or not but being able to rewind the time just before you die is really funny, you can spam cards as a last resort option looking for the last bit of ritual you need to rewind and suddenly be safe. It feels like a trump card and I love it

Developer(+1)

The squids, yeah, haha! I bumped their damage a bit very close to the end of the jam, and never got around to really testing them again. So they may be a bit overtuned!

Good idea with the 1x10 card. It could even do only the micro-staggers and no damage, but go fast enough to stunlock enemies, which would help to differentiate it from the other two damage cards as well!

The rewind while you're dying was not intentional, but I did discover it at some point and thought, eh, I can probably just leave it in. It does give a bit of push your luck feeling, and the game isn't too easy, so a bit of rule bending for the player seems fine. Happy it landed well with you!

Thanks so much for the feedback and kind words!

Submitted(+1)

its a very cool combination between card and tower defense game! great job! love the artstyle :) GGs

Submitted(+1)

This was super fun. The cadence took me a little while to get used t, I was playing cards way too slowly and cautiously initially, but eventually got the hang of it after a few short-lived runs. The power curve is super good, especially considering the attacks are really similar, but really started to feel invincible. Would be cool to go a little longer so I could spam a bunch of attacks on a huge horde of enemies. I do think the deck building could do with a little more control, the game does very quickly dump cards on you (considering each add is 2 cards) and with no way to cull, I end up not building a deck but just accruing as many ‘good’ cards as possible. Considering the game is as much a resource generator as it is combat, I would like to build a tighter deck and try and cycle through it more. Had a really good time though!

Developer(+1)

Yeah, agreed! Removing cards from the deck was definitely in the original plan, but sadly I eventually had to sideline it to get the game in a working and beatable state.

Glad you had a nice time with it anyway!

Submitted(+1)

I like the art style and the theming. I feel like the time pressure, combined with actively placing cards that are bad for you, is really interesting and keeps the pace up! Really polished entry! :) 

Submitted(+1)

Fun game with some solid theming! My big criticism would be that a lot of card pairs just don't feel worth it to get - why would I ever add more difficult monsters or attacks for dealing with them to my deck just results in getting less of the ritual power I actually need to win? I ended up just avoiding any card pairs that included anything other than basic ritual/knowledge gains for the positive and raw damage/time loss or basic husk summons for the negative on my successful run, which felt like I was avoiding a lot of the more theoretically interesting mechanics because they were just too risky with basically zero reward - I could always just put my knowledge into upgrades that were strictly more useful anyway if there weren't any viable card pairs on offer, after all.

Developer

Great point. The idea was to have things you need (e.g. ritual) attached to things you don't want (e.g. bigger monsters), which then requires you to get more damage cards, etc.

But at the moment the pairings are just entirely random, so I imagine the combinations that happen to come up will make a big difference in how necessary particular card pairs feel. So there definitely needs to be more of a drive towards the player needing to pick the things that push them towards engaging with the more interesting mechanics.

Thanks for playing!

Viewing comments 31 to 21 of 31 · Next page · Last page