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A jam submission

RizzurectionView game page

Rizzurection
Submitted by TRIAFDSEALT (@fritslaat), JPMaud, jafrab — 3 hours, 24 minutes before the deadline
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Rizzurection's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics / Visuals#14.3164.316
Is it spooky and/or does it follow the theme?#83.9473.947
Overall#93.5163.516
How much do you like the game overall?#133.3683.368
Gameplay / Fun#143.1583.158
Audio / Music#172.7892.789

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Please list ANY pre-made or AI-generated assets that you used (it's the rules!)
Music & Audio outsourced from free royalty sources.

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Comments

Submitted

love the art and UI polish and drawing mechanic is a neat idea! color palette is really nice, great worldbuilding. 

Submitted(+1)

Art and Music were good noticed a few small bugs but nothign major or happend enogh to mention, i do find the balancing to be wack as vampires and zombies seemed way to broken, good game though

Submitted(+1)

Cool game, The octagon type summon didnt work for me

Developer

Thank you! I'm surprised to hear the octagon type didn't work for you. We did not clarify in the patterns where the start and end points are. Perhaps you started the drawing at the end point of the pattern? I would love to hear if it works for you with this, or if it is a bug we need to fix!

Submitted(+2)

Concept: creative, fitting approach to the theme.

Gameplay: I really like the drawing system it works very smoothly and is fun to interact with. I like the variety of units, their flavour texts are creative, made me smile. I think some extra text that describes their differences would be nice though. Also some info about the enemy units. And whatever the little potion icon and its number represented.
Another problem is that currently some units feel kinda useless, as just spamming zombies or vampires beats the game easily. Maybe if some enemies were vulnerable to only specific units, or maybe if only some units damaged the castle could vary it up a bit and encourage the player to use different unit compositions.
Other than that it was good, had fun trying out the units and trying to replicate the different drawings.

Art: very pretty spritework especially for the units. All looked nice and coherent. The beckground was maybe a bit too messy but that's just a nitpick.

Audio: the music was good, fitting for the vibe. I felt that some parts could use more sfx like the units fighting. The existing sfx are great though, gives good gamefeel when interacting with stuff.

Solid entry overall, it's well polished with only some smaller gameplay issues.

Developer

Thank you for playing! We really appreciate the elaborate feedback! Most of the points you called out were things we had planned to work on, but the famous overscope totally got to us :)

Maybe after the jam we'll go through all the feedback and apply some of it for a new build <3

Submitted(+2)

Really enjoyed this entry!! The art is gorgeous (this includes the itch io page), and the gameplay has pretty good feedback (the abrasive scratching sound sounds so heavy i love it).

It might help to indicate how one unit differs from another. From what I could tell it essentially boiled down to HP and speed ?

Also, the drawing mechanic is very cool. I like gesture controls in general, on mobile games for example, on UX/UI elements (like on some mobile phone with screen turned off), but they tend to work best when unconstrained from a grid system. In this case, the gestures couldn't be performed quickly because of how precisely I had to align with the grid. (Admittedly for a 48h game jam it would have been horrendous to do differently!)

I had really good fun playing this game, well done to the team!

Developer(+1)

Heya! Thank you so much for playing the game and your lovely feedback <3! We overscoped way too much, so we weren't able to make the units mechanically different besides quickly dialing up and down the HP, speed and damage, even though we did have concepts for it. Frits originally had a free drawing system set up, but having the system recognize more than 2 symbols became too difficult, which is why we switched to a grid. It's really nice to hear that what we had in mind, is also what people playing the game were envisioning :)

HostSubmitted(+3)

Really cool concept, I like the drawing mechanic, and the artwork is super nice too! There's a couple of gameplay issues but I definitely see the vision. Thanks for jamming with us again! :D

Developer

Thank you for playing the game! Great jam as always <3

Submitted(+1)

at first i thought it was hard but after playing for a bit i realized i can just spam zombies so i did that and won lol

Submitted (1 edit) (+2)

at first i thought it was hard but after playing for a bit i realized i can just spam zombies so i did that and won lol

in any case, heres the feedback: 1 its kinda hard to tell what to do at first, i didnt realize the princess was gonna attack me? idk i didnt really see the vision of how this has to do with romance lol it just felt like a castle attack to me in any case i didnt realize i had to draw symbols on the tome to spawn monsters, i thought maybe i had to match the princess’ current mood with a monster so she’d like me more or something so i was like clearly i spawn a fireball to express like. that shes hot. or something x_x anyway after i realized its just kind of an autobattler i realized i should just draw the symbols that were easiest to remember. it was fun to draw the symbols. i didnt know if the different monsters did anything or if its just, pick whatevers easiest. for me that was zombie and fireball

Developer(+1)

Hi! Thank you so much for playing the game! We totally overscoped lol, and now we're missing a couple of mechanics that were supposed to make the gameplay loop a lot easier to understand. I fully understand that the game is confusing at the moment, as there is no clear win condition or progression, or any feedback. Really appreciate the comment! <3

Submitted(+3)

Interesting mechanics, I had to play many times to memorize the path of the spells, but I found a bug, every time I open the stone to draw the first rune it stays stuck, so I had to reopen again the stone to be able to draw on it.

Overall it was a fun game!

Developer

Thank you for playing! We found the same bug late in development as well, but sadly we had to deal with our own overscope first before we could fix the bug :(

Submitted(+3)

I had a lot of fun with this! The game is beautiful, and I love the mechanic of drawing the runes to send units. Kind of gives me vibes of Lost Magic on the DS.

I'm not sure if there was supposed to be a resource being used up when creating units. I just drew the spells as fast as I could. I did notice that the book also doesn't indicate which end of the stroke to start from, since they only seem to work in one direction.

Overall, I super dig this one. Great job!

Developer

Thank you for playing! Both the resources as well as the rune draw direction indicator were on the planning, but alas we did not have the time left to implement it. Glad you enjoyed it nonetheless!

Submitted(+3)

I like the different parts. The autobattler and the spellcasting.

Developer

Thank you!

Jam HostSubmitted(+5)

Super fun mechanic with the drawing rune shapes!! I found myself having memorised them so challenge myself to see how quick I could beat it & ended up playing many times. Really cute art and the animations are tight. Great colouring choices, and everything ran smoothly for me on my end!

I love the game as a base concept, and would love to see further development post jam (if you do this...), bc I'm on a cliffhanger... do I get my woman? Do I get her email address? Does she tell me I am "chopped and unc" as the kids say?

Developer

Thank you for playing the game! <3 We would love to polish the game after the jam, so I can't spoil the ending yet ;p

Submitted

"chopped and unc" lollll