Play game
Mana Overdue's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #576 | 4.214 | 4.214 |
| Enjoyment | #1102 | 3.738 | 3.738 |
| Creativity | #1929 | 3.810 | 3.810 |
| Narrative | #4134 | 2.524 | 2.524 |
| Audio | #9398 | 1.500 | 1.500 |
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?
Tick off your remaining Arcane Debts one by one. The Rift remains open only for so long.
(Optional) Please credit all assets you've used
Font NotJamOldStyle11 by NotJam
Everything else by me
Leave a comment
Log in with itch.io to leave a comment.






Comments
I like how some shapes have their own behaviors to plan around. It would be neat if different totems granted different carving a specific buff to get the player to plan the carving placement as a form of skill expression. I really dig the aesthetic. Some simple arcade noises would have really pulled this game together for me. Overall, glad to read that you plan on continuing development.
This is a really hard game to rate! On one hand the art is top night, gamefeel is good and animations are stunning. On the other hand there is no idea, I have no idea what i'm donig, and i'm completely overwhelmed!
Keep on working on it, because it looks crazy. It's only een overscoped gamejam if this stays a gamejam game ;)
The theming and art are really good! I was a bit confused on what was hurting me at first, but eventually i figured it out and was having a good time. I think the main mechanic given more time to be developed and with more content has a really good base to be expanded on if you wanted to post jam!
Extremely fun idea, feels like something that I might buy on steam (given more content)
Some feedback:
- Luck & Difficulty feel like they have a kind of weird place in the gameplay loop. Luck seems to be primarily used to get more gold since crits didn't feel that noticable? Difficulty I was unsure the purpose of, other than to make upgrades that would be really good have a downside.
- Gameplay loop is fun, could use some more varied upgrades / strategies
- The totems just being one big "upgrade slot" feels like a missed opportunity. Upgrades could potentially combo with other upgrades on the same totem, perhaps? Something more to do with totem positioning / placement of upgrades would be awesome
- Really fun, great job on this jam!
Thanks so much! I definitely agree, crits need a visual feedback and difficulty right now isn't too visible. It essentially makes the orange enemies spawn more often, which drop multiplier for drop count of the blue resource. Totems will definitely be much more interesting and placement on the pole will matter for sure, just wasnt able to get in the jam. But it is really cool how so many people had that same idea haha. Your feedback is very appreciated thanks a lot!
The execution of the idea is fantastic. I may have gotten a bit lucky at times but glad I got through it because I may have spent much longer playing :)
I'm glad you'll be working on this past the jam!
Thank you so much! I am happy you managed to beat it haha, I didnt get to balance the game too well so most people don't sadly. Glad you enjoyed it :)
I may have tried a few times :)
I really liked the neon occult style and how the arena slowly turned into chaos as the quota kept rising. Building totems and deciding whether to increase the Difficulty for better rewards gave each round a fun risk-reward feeling. I only played through a few rounds, but I was already starting to think carefully about my build 😄 Really cool concept!
Thanks a lot! I am glad you enjoyed it. I might have to think of some more ways difficulty will be useful to the player as it's probably not enough yet haha.
This game is actually really polished, especially the effects when damaging and breaking the cubes are really satisfying, when you add sound effects to the game I can only imagine how good it will feel as they already have soo much JUICE!
It's very fun trying to hit as many enemies at once.
I love how you represent the rift closing in such a simple way, having the white variants of the enemies destroy your rift, really clean and immersive implementation.
Thank you so much for the kind words! A game like this relies on game feel so I really wanted to get that right, I am glad you found it so.
wow! Instant classic! Love how the theme just fit perfectly with the core game concept and the art. Really good work. You should be proud! 5/5!
This is such a awesome idea, it's straight to the point and simple to pick up, the perfect blend for a game jam.
I liked the simple representations of the enemies in your game!
Love this idea and looks great!
This was soooo fun to play! It had that great roguelike feel where I was having a tough time at the beginning, but eventually I started to really get into the groove and I demolished the final round with my build. I'm definitely interested to see where you take this if you choose to make it into a full game! I know I'd buy it!
The game looks great and was super fun! It took me a few tries but when I got to the end it felt great! Can't wait to see where you take the game!
Is there a difference between each totem? Maybe the totems you invest in could alter the shape of your cursor, or the one with the most valuable pieces could give you a special effect, like projectiles.
You may have to figure out how to keep players from just hovering over the center of the arena once they're powerful enough. Felt like the fast ones weren't worth chasing because they reached the edge so quickly, and whenever I left the center to catch one that escaped, more escaped from the center to punish me for straying.
I like the concept. Looking forward to seeing where you take it.
Thanks for playing! Currently no difference, but the plan is for them to grant the player additional attacks that trigger automatically. The passive effects will come mostly from the crests you slot in to them, not just stats like it is now. Just did not have nearly enough time to implement this haha. The problem of hovering in the center is an interesting one I haven't though about much yet, I will need to have a good design think about that one, thanks a lot for pointing it out!
Artstyle gives it such a nice vibe, with an interesting mechanic of playing with just your cursor, something in between an incremental game, rogue-like, and a vampire survivor. I hope you can push it further and get a full release for us at some point!