Play PRAESIDIUM
PRAESIDIUM's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Fun | #26 | 4.000 | 4.000 |
| Sound/Music | #68 | 3.444 | 3.444 |
| Art / Graphics | #78 | 3.778 | 3.778 |
| Controls / UI | #90 | 3.222 | 3.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
Human made
If you have competed before, how has your game changed?
more content, better life quality, neat ui, game balanced.
Genre
Strategy
Turn-based | Card Games | RTS | 4X
Rating
Family Friendly
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Comments
The build I played was missing some functionality as you stated upgrades weren't really implemented which was unfortunate. The game definitely needs some balancing, some runs feel really easy while other feel brutal and it depends on the boss ability and whether or not you were able to mitigate it.
More info on what things do would be nice, like are boosts permanent or temporary when it comes to items. Actually seeing the change would be nice as well, being able to visualize upgrades helps the player understand whether or not certain decisions are worth it in future runs.
That said it does show promise, I can see it being a really fun strategy game and you talked about already changing a few things that will really improve the game.
Thank you for popping into the stream!
Gameplay 06:28:52
This game is super neat!
It kind of has a plants vs zombies feel, but I think the upgrade cards give it a really unique identity. They kind of reminded me of balatro, in the way that the placement of them matters, and they can effect each other. I also really appreciated that once you're full, you HAVE to discard an upgrade card whenever you get a new one. I think that's a fun way to require the player to change things up.
I had a personal issue on stream with my mouse causing the page to reload -VERY embarrassing - so I didn't play it as long as I would have liked on stream. I played it more later, though, and the game stayed very satisfying throughout.
Feedback wise, I don't THINK i ran into any notable bugs while I played. I also really like the presentation. The game looks pretty slick! Good job! If I had to find a nitpick, I think it would be nice if there was a way to move buildings, since some of the buildings directly affect those around them, but I also kind of understand why that's NOT a feature - It requires the player to think more strategically. Maybe it would be exciting if there was an upgrade card that allowed you to move buildings. If this already exists, ermmmm OOPS! Ignore that!
I played the game a bit on stream here, around 2:44:32. Sorry I didn't play longer!
Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)
thanks a bunch for reaching out, I'll keep the game at FBQ9, and it may even have updates to it. also ping me at discord if you're going live.
Thanks for swinging by and asking to review the game! I had some good fun on this! Some general notes:
The VOD for the review is linked below, and will be available for 60 days from the date of broadcast:
https://www.twitch.tv/videos/2863008889?t=1h2m2s
Time flew by with this one! Im not sure how fitting the music is, but it was energetic and kept my attention. Sometimes it was hard to tell what spaces were filled and which tile I was selecting, so a less cramped view might be nice (and also allow for more art for the synergies + upgrades)
The goblin army was mostly pushed off the screen, but what I saw of them was fine
Better feedback on the “boss effect checker” would be nice, I never cared about them until suddenly I had to! I didn’t understand the little yellow pips until half my base was destroyed.
Most of my late game was spent collecting coins and rerolling trash, I needed a few specific buildings and I just couldn’t get them. I really would’ve liked more farms.
But overall I had fun, the PvZ inspiration was welcome and I could see how the card mechanic added some strategy and luck to spending money.
I liked the art a lot. The map and enemies are cute, and the overall look gave me a bit of nostalgia for old Warcraft II.
One thing I noticed is that the first monsters approach very slowly, so the beginning can feel a little too quiet.
When dragging a card, I think it would help if the building appeared as a semi-transparent preview on the map. Since the dragged object still looks mostly like the card itself, it was sometimes hard to immediately understand what kind of building I was about to place.
I also liked the interaction where you manually pick up gold during downtime. It gives you something small to do while waiting and helps keep the pacing from feeling completely passive.
Overall, I enjoyed the presentation and art style quite a bit.
A quite fun game for what it is at the moment. However there are some things to be addressed.
1. For one the volume does not work, at least for me. I tried to turn down the SFX, especially for the tower that rains down lightning strikes as that one is extremely loud.
2. Game needs some type of balancing without requiring the player to purposely nerf themselves, banks are far too strong, some upgrades are no brainers such as increased slots, and defense is essentially structures are neglectable.
3. More information or better explanations. Some things are not very intuitive or at the very least not impactful enough to be of great notice, such as leveling up towers, I could not tell for the life of me what that did.
However, I did in fact have fun, very much reminds me of old flash games which gave a bit of nostalgia and the art is pretty. The concept is quite intriguing but it needs some expanding upon for sure due to how many things are simply obsolete from the alternatives. Overall, great start.
Vod section from 03:30-44:00 https://www.twitch.tv/videos/2866219017
https://youtu.be/KRefEBZr5M0 Skip to 3:09:30
The plants vs zombies inspiration is quite prevalent (not a bad thing!) Getting the different power ups each round was great, but for some of the rounds I liked the setup I had, so if there's a way to skip collecting a power-up between each round would be great. I did manage to survive all the way through. This game has great potential for the mobile market as well. Graphics and music are fine and fitting.
Hi, I played your game, very fun, very cool art work, I liked everything about it except I wish there was a permanent speed up mechanic that let players move time faster. you can find the VOD on my channel here; https://www.twitch.tv/twentysevenxl