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Vampiromancy's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #507 | 3.983 | 3.983 |
| Creativity | #1581 | 3.883 | 3.883 |
| Artwork | #1896 | 3.733 | 3.733 |
| Narrative | #1935 | 3.083 | 3.083 |
| Audio | #4598 | 2.767 | 2.767 |
Ranked from 60 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?
Read as Count - Down, where count dracula has been incapacitated (downed). The player is tasked with reversing this.
(Optional) Please credit all assets you've used
Audio - kenny.nl asset packs
Vampire - free-game-assets @ itch.io
Thrall - elesrech @ itch.io
Necromancer - bruno-farias @ itch.io
Dungeon tileset - raou @ itch.io
see description for full credits
(Optional) What would you like to be called if GMTK features your game?
Delta
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Comments
Narrative-driven concept, solid puzzle game with very understandable learn-by-yourself rules/tutorial and smart level design.
- Puzzles are very well paced and brings the player into the game. The game also plays very smoothly, movement feels tight and responsive and controls like a dream.
- As some others have stated out, audio feels really lacking. Just wished that there was even some simple music in the game.
I've never really been a fan of theme as a purely narrative device, so if you allow me to be straight, that deducts some points from me. But moving that aside, the puzzle gameplay is real solid - your biggest standout is how you design the levels so players will experiment and learn on their own (the thrall solidying under light for example, is a great mechanic and taught with no words at all). Absolutely give yourself kudos on your overarching design over multiple levels and pacing.
I appreciate that feedback, and thank you for being frank about the theming. That's pretty fair, and it's a consequence of a major direction change about two days in. (I found the light mechanic good enough to build a game around, rather than use it as a single obstacle.) Audio is the other casualty of that same change, and its going to be on the list of post jam adjustments.
I spent a lot of time getting the early levels to work as a silent tutorial, so I'm glad to hear that stood out.
This was a pretty fun puzzle game, was a little quiet though.
Loved playing this! The level design and the world you created were on point. Using the shadow as a mechanic fit the overall vibe really well and I loved switching between characters. I felt bad when I realized I had to sacrifice my big buddy to progress. :C
I also really liked how polished the game felt (the player controller, restart button, hints, etc.).
The last level was also quite challenging for me. I think I learned earlier that the living thrall couldn’t make this mechanic work, so I didn’t try again when he was stoned. I tried really hard to get him through the right path, but it felt impossible no matter how I pushed him from each side.
Because of the other comments I tried it again and it was actually very doable once I knew how this worked. I really enjoyed all the puzzles. Well done! :)
Thanks for playing and for the thoughtful comment! I love how many people got attached to the thrall, its very cute.
I can't recall if I brought it up on a different thread, but I definitely see how having the doors kill the player/thrall in previous levels would teach the wrong lessons. I ended up putting in that kill mechanics since some of the levels were cheesable, but never got to playtest to see the effects fully. There is a weird glitch with the thrall turning to stone that lets you recover it through the right side passage, but that's definitely unintended and by the looks of it, I don't think anyone found it (yet).
I'm glad you enjoyed the puzzles regardless, hopefully I can get more puzzles put together post jam.
This feels nicely polished. I like how the tutorial is integrated into the first few levels, and then the puzzles slowly increase in complexity using the same set of simple mechanics. Really good job!
Thanks for playing, hope you enjoyed it!
really like the progressive difficulty of the game. congrats!