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A jam submission

Ad ReditusView game page

A hand-drawn roundtrip roguelike deckbuilder about a pilgrimage and a ring that wants to change you.
Submitted by DomusRomuli — 5 days, 7 hours before the deadline
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Ad Reditus's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#1023.5003.500
Overall Fun#1832.6672.667
Controls / UI#1972.3332.333
Sound/Music#2371.6671.667

Ranked from 6 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

Jam Host

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. :)

(1 edit)
  • Youtube Link / Twitch Link
  • Graphics : Really rather disappointing, I thought it was a passion project and hand drawn but I'm almost certain that these are just traced over generated images. 
    • Many things that could've had images are either just a menu with text, or an emoji , this is especially notable with the cards, it just feels soulless.
  • GUI : Quite frankly , not good
    • It's rather difficult to find what information you want and hard to read when you do as the font choice and size are rather not great.
    • It reeks of vibe code / AI 
    • Many things have scroll bars, even when it doesn't even need it or make sense; It doesn't feel like it's well put together
    • Emojis everywhere
  • Performance : Fine
  • Music / Sfx : 
    • Music : Absent
    • SFX : Absent 
  • Gameplay :  An underwhelming deckbuilder that has some decent ideas but rather underwhelming execution.
  • Notes : 
    • Many of the cards feel rather weak or enemies very spongy, combat feels like it takes unnecessarily long as a result
    • Upgrades to cards feel pretty useless, +1-3 damage , or maybe not even that, +1 turn to a debuff which in of itself is a pretty weak one.
    • Would be nice if it auto-targeted the last remaining enemy
  • Final Thoughts : Overall I'm really rather disappointed in this and didn't give it much time as it's rather jank.

Very deep and thoughtful game!  I know my small review hasn't covered it as much as it deserves (and my dyslexia doesn't help at all).  I wish I had more time to commit to it.  Some general comments:

  1. The animated GIFs are small, so alot of detail in your store page is lost in the animations
  2. The text even on the largest size is still rather small.  Alot of the cards are very verbose, consider having icons and tooltips to help the player key in on the important details (ie. the effects of the card, type of card, etc.)
  3. The map location's color and the legend don't seem to match, or maybe I didn't understand it.
  4. An extra tutorial explaining the Eagle's Nest when the option comes up would be helpful to the player if they didn't read the option in the opening screens.
  5. In the options to select a card for an event option, it would be nice to go back to the options without selecting a card and select the other option.  I didn't check to see if viewing the current deck / map was available at that point, but the capability to view them as well as back out to the options would very helpful to the player.
  6. Alot of options require double clicking to confirm, however skipping a card selection doesn't, which is odd

The VOD for the review is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2869227043?t=0h44m7s

Submitted(+1)

I played for a while and heres my review

Things I liked

  • I like the complexity of the combat. It is clear you have spent a lot of time on this.
  • The story seems unique and I like the text you’ve added. Adds a lot of flavor
  • The art work is really unique and had fun following it.
  • I like the companion mechanic.
  • Like the ring of power mechanic as well!

Things that can be improved

  • The UI can be improved to make things easier to understand. There seems to be a lot of visual noise around the screen making it a bit difficult to keep track of all the stats.
  • The onboarding can most definitely be smoother
  • The buttons when hovered glow yellow but the text on them stays white which makes it impossible to read.
  • It is kind of difficult to understand what the enemies are doing.
  • There are a lot of status effects but even after playing 4-5 battles I still don’t know what they do.

Overall I think this can shape up to be a unique experience. Don’t think I have played a game about pilgrimage returns set in this particular setting. Good job!

If you have any specific questions, feel free to ask.

Developer(+1)

Thanks so much! I'm glad you enjoyed it and appreciate all the feedback. I'm heads down on porting this over to Godot and will fold in your feedback as I keep building :) 

I'll also give your game a try!