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Bloody Bridge's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Fun | #7 | 4.333 | 4.333 |
| Controls / UI | #26 | 3.833 | 3.833 |
| Sound/Music | #62 | 3.500 | 3.500 |
| Art / Graphics | #81 | 3.667 | 3.667 |
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
RPG
JRPG | CRPG | MMO| RPG
Strategy
Turn-based | Card Games | RTS | 4X
Rating
For 13+
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Comments
Gameplay starts at 2:37:50
Okay, this is an all point-and-click/mouse only, which is fine. If there's a way to add controller support in the future, that would be an excellent addition.
Dying a few times to the armored mini boss and then allowing me to keep fighting regular enemies/removing the armored guy was quite helpful. I couldn't imagine getting locked in an endless cycle. A couple of times, npcs came and gave me spells/weapons I had already unlocked, so not sure if that's supposed to happen. On the plus side, that gave me an extra sword to sell! 😆
The customization for spells is a lot of fun, but raising the charge time seemed to work against me, so I didn't bother with those at all. Instacasts for the win! Also, my jumping slash ability was said to recharge after 2 turns, but often took 3, as when I wanted to use it, it would say "click to deactivate".
Pretty fun overall!
Thanks for playing the demo!
You actually revealed a few major bugs, so thanks for that!
I'll keep in mind the addition of controller support - there have definitely been a few times whilst testing I wish I had implemented it.
Thanks again and glad you enjoyed it.
OK, we already know how fun this game is. The only two things I want to ask about: how to save the game, AND, how come the increasing of slider value of Cast Time and Cooldown actually makes the spell worse?
Hey Animundi,
It's not very clear, but in the tooltip for both Cooldown & Cast Time it states that each point spent on either will award an additional Spell Point (which can be placed in Base Damage, Range, or Multiplier). For example, your spell has 5 Cast Time & 5 Cooldown so it has an additional 10 Spell Points you could spend to increase its damage and range.
I intend to make this a bit clearer in upcoming patches.
I Really REALLY liked this game, holy cow!
The art style was so fun - it perfectly captured the aesthetic of a game I would play on some flash website as a kid during computer lab. Giving Kongregate in the very best way. I also very much appreciated all of the menu and UI animations. Very cohesive and very slick.
I very much liked all of the RPG aspects; creating a build, choosing what to equip, all that jazz. I especially liked the spell building stuff, and I can only imagine the kinds of crazy builds players could make with that mechanic. Truly, everything about this game left me with a big ole smile on my face, and the turn-based combat tickled my brain in all the right ways.
I died pretty early on in the game and as I'm lowkey bad at games I wasn't able to get past a certain point, so I'm not sure if there was a grand finale or anything, but I really enjoyed what I played. I *think* permadeath was a feature? Or I just didn't understand how to save. Either way I did enjoy the high stakes of permadeath, but I wonder if there would be a fun way to keep the game going with a new character instead of having the game restart and forcing you to unlock features like spellbuilding and the blacksmith again?
It's hard to think of big criticisms, so I'm gonna end on a nitpick: IIRC when opening menus like the settings menu, you'd have to click the gears icon to open the menu, and then right click the gears icon to close the menu. I think just being able to click that button again would be more intuitive than requiring a right click.
But obviously that's a pretty small thing. I loved this game! Looking forward to more!
I played the game on stream around 1:08:00
Thank you so much for playing it, Cinnature. I've read through your comment and will take your feedback and put it towards my next patch release. For starters, I think I will be removing permadeath for now (or perhaps setting it as optional later down the track for an extra challenge + increased loot). I will also revise the Left-Click/Right-Click alternations as it is not intuitive. Thanks again.
Thanks for the feedback, Zflocco. I'll definitely include some of these ideas when revising for my next patch release. Appreciate it, dude!