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A jam submission

Bloody BridgeView game page

Craft powerful spells & defend the bridge with your life. None shall pass!
Submitted by Spacejam — 4 days, 23 hours before the deadline
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Bloody Bridge's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#74.3334.333
Controls / UI#263.8333.833
Sound/Music#623.5003.500
Art / Graphics#813.6673.667

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

Submitted(+1)

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!

Developer(+1)

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.

Submitted (2 edits)

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?

Developer(+1)

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.

Submitted(+1)

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

Developer

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.

(2 edits) (+1)
  • Youtube Link / Twitch Link
  • Graphics : A mixture of Swords and Sandals with...WoW , it's certainly not a combination I ever expected.
  • GUI : Works mostly but there were some issues, very very WOW-esque.
  • Performance : Fine
  • Music / Sfx : 
    • Music : Other than ambience (Forest sounds, owls, rain, crickets) I believe music is absent. TBF I actually like the forest ambience , HOWEVER as this game has rather ... blatant influence it's a bit too 'peaceful' compared to the rather campy nature of S&S's music. [Although there is some bgm for wizard , that was fine]
    • SFX : Fine
  • Gameplay : From what I've played of the demo, it seems like it's most of S&S but with maybe some things being slightly different , e.g. no taunt. I'd like to see some more options here for things to do in direct and indirect manners. [E.G. maybe hire some archers to poke the enemies every [2-5] turns , or an assassin to poison the siege camps food or water to [Reduce their melee damage or reduce their hp respectively] hinder the enemy. 
  • Misc Issues : 
    • In the intro cutscene , our guy is the only one with chains on , the rest are just floating there.
  • Notes : 
    • IIRC you said the no loot post-battle bug was fixed
    • Maybe a gambling thing to try to generate some extra $ outside of combat , e.g. maybe you only need 10 coins to buy that fancy helmet to hide your gormless character's face.
    • I kinda would like to see some more silly things per S&S , S&S you could have absolute freaks due to their stats.  A 20 STR 20 END fighter being so tall he's practically clipping out of the window's view.
    • Maybe aimed targeting, arm/leg/head etc? IIRC S&S went that route, and considering the limb amputation going on in this game, it feels like it's already partway there.
      • Would also just be nice for extra game mechanics , hit the legs to slow the enemy down so you can backpedal and heal, arms to reduce accuracy (albeit that is disarm's point) , head with chance to miss but good damage.
    • Spell creation needs to be a bit more intuitive , raising cast time and CD doesn't really seem to be beneficial , the benefits for making a spell 'worse' needs to be displayed.
      • Looking forward to seeing what Spells could be created in the future, poison, chill, etc.
    • Are potions or spell scrolls intended to be a thing? Wizard's store atm is rather useless
    • Values for many pieces of equipment feel absolutely worthless (0.1% mitigation)
    • It's rather unclear how often you can rest, sometimes you can rest 2-3+ times in a row, other times it seems not.
    • Any plans on a stamina system? It might be needed for balance.
    • Charge's distance is a bit unclear , again like S&S it got buffed from certain stats but I have no idea if that's the case here.
  • Final Thoughts : Overall I do like it, and kinda wonder why there isn't more S&S games despite it's [By my own perception] popularity. I will say you should definitely remove the copyrighted materials , I like what's here and would rather not see it get clapped by an unnecessary visit by Blizzard.
Developer

Thanks for the feedback, Zflocco. I'll definitely include some of these ideas when revising for my next patch release. Appreciate it, dude!