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Die Trying or Try Dying's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #992 | 3.769 | 3.769 |
| Creativity | #1234 | 3.962 | 3.962 |
| Narrative | #2537 | 2.904 | 2.904 |
| Artwork | #2685 | 3.519 | 3.519 |
| Audio | #2952 | 3.096 | 3.096 |
Ranked from 52 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?
The player starts with 100 units. When the units fight and die, this count decreases.
(Optional) Please credit all assets you've used
Assets used:
- HZSMITH medieval music loops - itch.io
- Flatkit (Outline)
(Optional) What would you like to be called if GMTK features your game?
Outpost Studio
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Comments
This game is so unique and fun. Unique concept i never seen the idea that who dies survives and who survives dies very cool.
Thank you so much!!
Very interesting bit of game design! This is a completely novel idea, with beautiful art and excellent execution, very well done :)
Thank you so much!!
Really interesting idea. Having to make a squad that exactly defeats the enemy is such an interesting twist for this sort of RTS adjacent game.
It did take me a moment to realize that your troops only revive if they died on the round you killed the enemy. (Which makes sense. If you didn't have that, you'd just send small squads that would definitely die each time. Just took me a few rounds to realize)
I did do two runs, and I did notice my enthusiasm was a lot lower the second playthrough. It seemed like the kind of game where optimizing each level would feel really tedious to me, so redoing some of the early bosses had me zoning out a bit. (but that might just be a me thing.)
(also, did the final boss not do any damage? I was not expecting to win with my 8 guys I had left but I don't think any of them even died.)
Thank you so much for playing!
We've had some problems with the last boss, we will fix it after the jam, thanks for the feedback!
Great work with the concept for this, really makes you think about how many troops are the right amount to send! I started off sending all 100... I think you know how that ended for me! A lesson in reading the rules for sure! Seriously great work all round, I absolutely love the tone and art style you've gone with for this, awesome job!
Thank you so much! ♥
Very interesting concept, it creates a really interesting dynamic. Only thing is that there isn't really enough information about the next battle, making you guess a lot. For example, in the early rounds you defeat the dual wilding king. You then expect the next round with the boat to be even stronger, so you send the same number of people to make sure more of them die but then hardly anyone dies which is frustrating since there was nothing that indicated how strong they would be.
Really enjoyed playing, the art and design of the game was really cool.
Well done!
Thank you so much for your feedback, and thank you for playing! We'll be sure to add some info if we work further on this project :)
I love the game, watching the battle play out is super addicting. I accidently cheated in your game, when fighting the book boss, my troops weren't getting damaged at all for some reason, and that's how I won, but the previous battles were smooth. The theme interpretation itself is unique, it requires a different kind of thinking (more soldiers must die than survive) to win the game and I love it. Great work!
Wow, thank you so much! Some people have indeed some problems with the last boss.
We know what's wrong with it now, we will correct it after the jam!
Great idea and concept! I feel like a bit more context on how well your troops will do against certain enemies would result in less guessing and hoping for the best. Maybe just some stats for the different troops and enemies? But nevertheless, well done! I also really like the title :D
You're right indeed, some context would be great, thank you for the feedback!
We're glad you liked it :)
This was really creative and well done! I loved the art and the gameplay! I love how you had to be strategic about how many of each class you had to send into the fight. Really well thought out!
Thank you so much, coming from you and your clever deckbuilder it means a lot!
Very interesting concept, you want to use enough guys to win, but you don't want to overdo it. The final boss I didn't lose a single guy because the book was targeting one of the thin knights, but couldn't reach it.
Thank you! There is indeed some problems with the last boss, we couldn't get him to work in time. Definitely one of our priorities if we update the game :)
great game, nice artstyle, i like the different types of troops!
Thank you!
It's very fun trying to understand exactly what would be the most optimized to progress and the countdown theme is implemented quite creatively, I'm a fan ! Congrats
Thank you so much! We indeed tried our best to have an original take on this theme :)
First playthtough, I died to the king and got a pretty self-explanatory “integer divide by zero” error, but it somehow switched the loss screen to victory and broke the game. I had to refresh.
Second and third playthrough I had a deeper understanding of what to do and had some fun with it! Very clever twist on normal death mechanics. Even though I don’t really enjoy this genre, it’s clear that a lot of effort was put into this game. All the different enemies were interesting, and they all need different strategies to beat them. Great work!
So sorry for that weird bug, we will investigate.
Thank you so much! We couldn't have a better compliment that someone enjoying our game despite not being a fan of this genre!
Good game :)! The difficulty curve is perfect, at first I felt it was a bit to random not knowing which strength the ennemy will have but then based on the look I could easly tell which one to send, and the way that you can still send unit after the first group lost was cool and nice! May be having a small preview at the ennemy attack type could be an improvement.
Also I've enjoyed discovering new unit :D. Well done, good take on the theme !
One small thing that I did not get was why some unity where ressurected and some not.
Thank you so much for this feedback!
To explain this easily: the resurrected units are the one who died during a battle that as been won. To get stronger, you have to aim for the "sweet spot", winning a battle with only a few units left standing, so that the one who died during battle get stronger for the next fight! I don't now if that helped, let me know if that's not the case :)
This game is so smart, the idea is awesome and the game is really challenging. I also love the simple look, reminds me of the blob animations on youtube.
We're so glad you liked it, thank you so much for your kind words! ♥
Wow, very good one! Love the concept, 3d art, sfx and overall gameplay. THanks for game!
Thank you so much for playing!
I like the concept of this a lot, it makes it feel more realistic when you know how many people you have total, not just for that specific encounter, and that you can save them for later. However, it didn't really take much strategy, I would just send out about 20 farmers and a few other dudes for each guy and it would work lol. Maybe with more time you could expand on that, but this is awesome for such a short time!
There is indeed still a lot of work to do to make this game balanced, perhaps we should've focus more on that
Thank you very much for your feedback it is very much appreciated!
This was such a rad concept. Balancing how many units will die but still defeat the boss is a really cool mechanic. I sent out a very large group of farmers and the boss survived with barely any health; I was gutted hahaha. Seeing the different types of units you might get was a cool feeling too. Really awesome concept I would be excited to see a fuller version.
Thank you so much! We will probably think about this indeed :)