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A jam submission

RevilaView game page

A tactical deck builder set in a dark, mystical realm
Submitted by Sea Apes — 6 days, 13 hours before the deadline
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Revila's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#134.5004.500
Controls / UI#213.9173.917
Sound/Music#243.8333.833
Overall Fun#443.8333.833

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

Human made

Genre

Strategy

Turn-based | Card Games | RTS | 4X

Rating

For 13+

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Comments

Submitted

Enjoyed playing this!

  • The art is absolutely great!
  • The card effects, hover and everything is really smooth and nice.
  • The attack animations are also very cool!
  • Most animations in this game are fluid and fun!

Completed chapter 1.

Perhaps something that can be worked on is more fun card effects? We have some pretty basic cards and even the upgrades seemed to be pretty basic.

Some fun ideas you can use or discard (Some of these you might already have in chapter 2)-

  1. Chain damage.
  2. Multi seal breakers + finishers. (there were many instances where I have multiple enemies at 0 hp hanging by a seal)
  3. Damage over time
  4. Options to select specials/multiple specials
  5. More healing / health related cards. (I like the Loki card a lot)
  6. Life steal cards
Submitted

The font for the settings and enemy name text is a little hard to read.

I think you have a typo in one of the responses to your new card choice. "I accepts your choice", "accepts" feels like it should be "accept".

I feel like the first level is a bit too difficult, and uses a few too many enemies that require a color of card, as several times I would get none of the colors I needed to take out the enemies, multiple hands in a row.

It would be nice if the music was a bit louder.

I like the creatures that have special effects on turn end, they add to the combat.

I like the atmosphere of the game, I think that you did the dark and atmospheric effect well.

I also feel like the enemies and their descriptions help with the feel of the game.

I wish that there were a few more opportunities to heal, maybe have one of the starting cards in your deck be a low healing card.

I beat chapter 1 on my fourth try, the boss was nasty, but felt well balanced.

After I lost on the second chapter I decided that I was done for the time being.

After a break I continued on the second chapter.

I wish that when you were on your last card/s you could attack for less than would take out an enemy, so that you could lose less HP.

I think that my favorite special card was the attack all enemies one.

I finished the game, and I definitely like it, it is atmospheric and dark, and I think that you did that effect really well.

-R

Submitted

Who is Revilo?

Developer

And who is not?

Submitted(+1)

I had played this in a previous jam and really enjoyed it. I reset my progress so I could play it fresh.

I like the addition of the cut scenes. They helped draw me in even more than last time. The story did a great job of giving clues to what was going on, while still leaving many questions unanswered. I wanted to learn more about who I was and what happened to lead me here. The little bits of details on each of the enemy cards did a good job describing the creatures while still keep a bit of mystery about them.

The art is beautifully done. It has an eerie feel to it, giving everything an otherworldly feel to it. I liked that you didn't make Freya or Sigrun traditionally beautiful; instead they were quite striking and had the feeling of power to them. The creatures I was facing felt like they may have once been part of the mortal world, but no longer were. As much as I enjoyed the story, the art was what really drew me in and made me want to keep playing.

The gameplay was fun. While there was a fair bit of randomness, there was also a fair bit of strategy. There were several times when I had to sit and debate whether it was better to use my cards to take out an enemy since the runes matched or better to use it to damage a different one because the number value. And there were several times I had to really debate between my reward cards, because all three were useful in different ways.

I got to the end, and wasn't ready for it to be over. I look forward to the full release, because I enjoyed the gameplay and want to see where the story goes.

Developer(+1)

Wow! Thank you very much for this detailed and kind feedback! Our artist is definitely getting a promotion :)

The feeling you describe (debating about cards and choices) is exactly what we aim for and hope to expand in the future.

(1 edit) (+1)
  • Youtube Link / Twitch Link
  • Graphics : Stylized , some of the art is a maybe little iffy, maybe just not my cup, but I do like most of it and I rather like that each freak gets their own unique art.
  • GUI : The font can be rather difficult to read at points.
  • Performance : Flawless
  • Music / Sfx : 
    • Music : A bit mixed on it , what's there is fine, it works, but it also feels lacking. What's here is mostly an ambient backdrop which is perfectly fine, but it'd be nice if you got some dark moody 'norse' sounding music as well.
    • SFX : Fine
  • Gameplay :  A perfectly fine roguelike 'solitaire' deckbuilder. 
  • Misc Issues : 
    • The little 'x' to go back / close off the options menu is a bit hard to see.
    • Blodsuger : "basdard"
  • Notes : 
    • The demo only having one path made it feel rather restrictive. 
    • Some verbiage can be a bit unclear on their effects (e.g. the god choices , Tyr sounds like it'd be a recurring random 12hp heal, not once off.)
    • There probably should be a note somewhere explaining the 2 hits on enemies (First to weaken, Second to get to the 'kill state') and how if you use too low of a value card, it might not be doable.
    • There should be a pointer at the state explaining how running out of cards is NOT death or a loss, but instead all remaining enemies will do their HP in damage.
    • The sequence that follows running out of cards could be sped up, as it is there's 2 or 3 separate hits that play out per card and adds up in time / annoyance.
    • A card that can "pierce armor"  (ignore the kill state and just outright kill if high enough value) would be nice as an obtainable option from the card pulls.
    • Not keen that blodsugers basically get a free attack.
  • Final Thoughts :  Overall I do like it and don't have much to really critique here.
Developer

Thank you for playing our game and the great detailed feedback you provided! It was really cool to watch your stream and listen to your thoughts. We have taken a lot of notes and hope to get them into the game soon.

(1 edit) (+1)

I really wanted to enjoy this game, but out of the gate I could not see the cursor on screen; it only showed in my OBS.  I tried restarting it, but had the same issue.  When closing it, it also gave an error (picture of error below).  I played it a bit anyway, just looking in OBS to see where my cursor was, but I didn't give it the full time I normally would have because I had to turn my neck to look at the other monitor.  Once I got in to playing it, I couldn't close it without CTRL-ALT-DELing.  If it helps with debugging, I'm on a Windows 10 system and had the game on my primary monitor.

All that said, I absolutely love the artwork!  The pencil sketch style of the woman giving the rewards, the design of the cards: all gorgeous.  And I love that it doesn't just copy the broad mechanics of games like Inscryption, but has its own story, feel, and mechanics that help it stand apart. 

In terms of mechanics, I thought I had the basic idea, but at the same time, I got confused.  There was no information on what the rock beside the deck did, so I just clicked it to see, but I still wasn't sure what it did or what enabled its reuse.  And I didn't understand why the game would keep me from playing a card once the enemy's defense was at 10 or lower, or why, once their defense was fully gone, why I still had to hit it with another card to actually get rid of it.  If it had 5 defense and I hit it with a 6 or higher, I thought it would remove it, but it didn't?

The only other thing I noticed was that the fonts are very hard to read on the cards and in some of the game text.  While I managed to read it, I noticed that on some card descriptions, parts of the letters were invisible because of the font + size, and the way the cards are done, it might be especially hard for someone with dyslexia to read when some numbers are backwards.

All that said, I really like the idea of the game and, as I said, overall the graphics are gorgeous.  I look forward to seeing where it goes!

VOD with my gameplay (set to starting time): https://www.twitch.tv/videos/2874427686?t=02h54m45s

Developer(+1)

Sorry for the late reply! What a cool stream! 

Thank you very much for playing Revila despite the cursor issue you had.

We will definitely try to improve the explanation of the basic rules and might extend the tutorial to introduce the special abilities (like the stone next to the draw pile). Regarding the font, we have in mind to add an alternative (easy readable) font to the game and tweak some characters in the existing font, to make them better readable and more distinct.

Thanks again for the very valuable feedback! It helps us a lot :)

Submitted(+1)

It's amazing work! I can't think of anything to add to this game, it's already super polished.

I'm going to add it to my wishlist!

Developer

That’s music to our ears! <3

Submitted(+1)

I started by resetting my progress so I could experience the updated version fresh.

I like the addition of the cutscenes. It helps add more to the immersion of the game. The story is rich and draws you in, but adding the art helps add to it.

I played through to the second boss, where I lost. I did not do well dealing with those shields, and need to rethink things next time. I enjoyed playing and look forward to your continuing updates.

Good luck with the Godot update. We started updating some small jam projects back when Godot 4 came out, though it wasn't until around Godot 4.3 when we were really happy with the process for one of them. We've very much enjoyed working with Godot 4 over 3. With all the work on nice to have editor improvements I can't imagine going back. Working on both version must have been confusing at times as you try to keep track of the differences.

Developer(+1)

Hey Dragon's Isle Software :) Glad to see you joined this jam as well. 

Thank you so much for stopping by and playing Revila for the second time! It's nice to hear the new cutscenes improved the game feel for you. Yeah, the second boss can be quite difficult, we often lose to him as well...at least most part of the dev-team ;)

And yes we feel working in Godot 4 offers far better/efficient workflows and share the same expierence you described. We hope to have the project fully ported soon!

Submitted(+1)

I really liked the art style — clean, readable, and very atmospheric. It actually reminded me a little of Year Walk.

The mechanics were easy to understand, and the playthrough felt smooth overall. That said, it started to feel repetitive fairly quickly for me. I think part of that came from both the deck-building progression and the enemy encounters. Going from around 40 cards to 45 didn't feel like a very noticeable increase in power or variety, and the enemies tended to be presented in a similar way from level to level. The boss felt much fresher, though.

Overall, it's a polished game, and I enjoyed Chapter 1!

Developer

Thank you very much for the kind feedback! It's nice to hear that the mechanics were easy to understand. We worked on this for a while and it was our main focus over the last updates.

That said, you are totally right and we definitely have to put in some more work and make the game feel less repetitive now. We already have some ideas, that we can hopefully implement soon. Thanks for playing :)

Submitted(+1)

Looking forward to seeing what you do with the later encounters. I'll try again when there is a major update :)

Submitted(+1)

Hey, I played this on stream yesterday, you can check the recording here: 

I quite enjoyed it, and I liked the art style even though I don't have a strong affinity for creepy. The basic mechanics were easy to pick up but did not get old during my playthrough, though you might need some fresh twists to keep it exciting for longer.  I beat the first boss with 1 health so it was very exciting! I was pulled in, and the only reason I stopped playing was so that I could cover the next game. 
Developer

Very cool video! Thank you very much for playing our game! We really appreciate it and it's very insightful that you shared your thoughts during the run as well. We will definitely try to improve the issues you mentioned, e.g. issues with the font and general highlighting of important elements.

It was quite exciting watching you play and beat the boss with 1 HP left :D

Btw you accidentally played the run in "hard mode", since you ignored Freyas Ability (the small stone next to your draw pile) which helps to upgrade your hand cards and unblock yourself in situations where you have to discard your hand.

Submitted(+1)

Ah whoops! I'm sure that would have made things much more manageable and alleviated some of the really bad hands. I forget if that was tutorialized or not, but maybe forcing me to use it once would be helpful to cement it into my mind. It also could have just been on me for missing it, but anything you can do to help the players remember is good ^_^

Developer(+1)

No that's on our side! We didn't add any indication :D
We will definitely force the player to use it once in upcoming versions.