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A jam submission

Reap in peaceView game page

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Reap in peace's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#563.2863.286
Gameplay#632.8572.857
Immersion#772.6432.643
Overall#772.9432.943
Concept#823.0003.000
Relevance to the Theme#922.9292.929

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Credits
take2road - characters, animations
Veltr - programming
TheLimeModOn - background tracks
gerrrard - drawing, programming

External Credits
https://freesound.org/ - sounds

How did you/your team interpret the theme?
Lore connection

How was your/your team's experience in this jam?
We've done 2.5 jams in average
Was quite exhaustingly

Content Warnings
N/A

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Comments

Submitted

Very nice, from the graphics to the gameplay it's fun, sometimes the enemies have some bugs but nothing bad.

if you like you can try our game and leave a review

Submitted

Interesting idea, and the fact that you are an otaku (otaku by day and reaper at night?) gives it a funny turn, but i didn't find that inside the game.
As others said the game is hard and the curve of learning is unbalanced, but i think it just need some polish here and there and i see potential in this game. Good luck!

Submitted(+1)

Very good gameplay, and very good art, but there is also a lot to fix here - pathfinding, (sometimes enemies get stuck in the walls), enemy spawning (they are spawning in the same position), at beginning gameplay could be easier... Overall very good game, keep supporting it!

Developer(+1)

There's no pathfinding tbh) also, we know about these problems and planning to fix them after jam

Submitted(+1)

cool presentation and fun gameplay.

the game is too hard for me, the difficulty curve is not stable. maybe start the game easily and introduce enemies, that would be great.

overall nice game.

Developer(+1)

I think, later we'll do some kind of tutorial. Many mechanics players just didn't see because of we didn't present them properly. Souls collection could make game become much easier in 10 runs, but fee to losing was 40 or 60%, so souls disappear faster than player collect them)

Submitted(+1)

Cool game that needs a little bit of tweaking and polish to make is really good. I am talking about little technical chiccups, like mages spawning is such a way that their projectiles get stuck in the wall or enemies "charging" at you while not moving at all. You should also add a sound or other type of feedback when you are being hit or hit someone.

Developer(+1)

Thanks for telling about bugs. Mages will be fixed with NavMesh implementation which is planned for future and so "chargers" will I guess. Glad to hear about such feedback)

Submitted(+1)

Very solid game! I like the movement most out of all the games I've played in this jam, and the combat is fun, with a great variety of enemies to fight!

I think there needs to be more melee enemies, because when you have to kill a ranged enemy to get mana back... It's sorta already game over! And of course, I think a little sound would help too!

Extremely well done! I'm very impressed with all that you implemented in one week!

Developer

Thanks a lot for review) At first we wanted to do thrice more than it is now, for example, 3 loctaions instead of 1. But Unity thought differently, so do lots of bugs..

Submitted(+1)

This game took me awhile to get the hang of but after about 10 minutes I was doing alright reapin'! 

The game is really tough and could benefit greatly from a tutorial/ multiple levels where you slowly learn each of the mechanics.

I enjoyed it quite a bit and would love to see it developed into a longer game! Nice work. 馃榿

Developer

Have you completed it?) There's a boss

Submitted(+1)

That's really cool art. It was really hard for me at beginning.  It could be better if you had less type of enemy at beginning. Curve is too hard for me as I said. It would be sooo cool if I could use scythe as armor (holding it against projectiles).  Cool mechanics, sfx are a bit low volume. Nice game there.

Developer

Hello. We added a mechanic that scythe repels projectiles) maybe you talked about that, but maybe haven't noticed?

Submitted

Oh my bad. I will try again :) 

Submitted(+1)

This is a fun game. A bit hard, but I played a few runs. I am pretty bad at using the Scythe though and usually would die later when just paying for spells with life directly ^^ I am not sure if there is anything you can do with the souls that you collect?

Developer(+1)

Hello, the game is designed to be hard, and even was nerfed a few times to be at least playable) We've made a mistake by not telling players directly, that he can switch scythe with guns by Q. Maybe you haven't seen that too. 1234 to switch between guns. Also, we haven't done many things due to lack of time and so about souls. Now they only buff player stats, such as speed, hp, mp, mp regen and others. Also, death takes 40% of your souls and stats as well.

Submitted

Oh, I didn鈥檛 realize that I keep parts of my soul after dying. The weapon switching I found and used.

Lack of time is of course completely understandable. You sure got a lot done for the jam period!

Submitted(+1)

This was an interesting game - the movement was fun and the gameplay was interesting. I would recommend that you advertise the range of weapons more clearly, or even make them collectibles potentially. Also, the art was busy in places, which made it difficult to identify the enemies. Overall, a good entry - you guys should be proud!

Developer

We thought about guns, but.. lack of time just gave us the only opportunity - player has them from start. Guns stats would have been upgraded in shop, but there's no shop)

Submitted(+1)

I love the character sprites! I can't seem to get very far in the game, however. It's very difficult. It feels like some of the ranged enemies' rate of fire being constant at high speeds is a little unfair. You don't really have time to react. Maybe having levels that were a little less difficult first would help.

Developer

That's true, everyone say that is a hard game, but it's not unbeatable) it's our point of view - the game should give a challenge.

But change of difficulty will be done if we'll continue developing (probably will)