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A jam submission

NecroMansionView game page

Try and take control of your bloodthirsty summons in a series of chaotic wizard duels!
Submitted by pipotchi (@m3smay) — 1 hour, 6 minutes before the deadline
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NecroMansion's itch.io page

Results

CriteriaRankScore*Raw Score
Game Design#74.1944.194
Innovation#284.0564.056
Overall#403.8523.852
Graphics#634.1674.167
Fun#753.8333.833
Theme#2333.6393.639
Audio#3653.2223.222

Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

In what way does your game fit the theme?
You have to try and harness the chaotic nature of swarms of randomly moving, traitorous summons to destroy the opponent wizard!

Did you write all the code yourself and made all the assets from scratch?
Yes! Music by https://nematic5.itch.io/

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Comments

Viewing comments 26 to 21 of 26 · Next page · Last page
Submitted

This is definitely a very chaotic and manic game trying to avoid dying to... everything.  I swear I died to my own units more than the enemy to be honest, which I think was kinda the point.  But dang did it suck to get hit by my own thing, still hilarious tho.

A few things I had issue with tho would be:

  • Getting an enemy near you when they stopped is essentially a death sentence because you are unable to outpace them on the next turn, and there's no set order since everything moves at once.  So you're basically stuck with no way of surviving.  The same thing happens if you are somewhat stuck in a corner etc. behind enemy units.  I'd say the best way to probably fix this is already in the game, for the enemy wizard, giving some sort of slight teleport, or possibly a shield etc. to use when cornered could help get you out of those situations.  Though I do think a more interesting idea could be changing the order of spawning, ex. enemies to spawn before or after movement could add some nice complexity.  Another possible idea could be map teleporters?  Ex. corner teleporters to hop around or just overall environment stuff to use.
  • On the topic of the enemy being able to teleport, it definitely hurts, since the enemy wizard is pretty consistently teleporting out of what would have been a death sentence when you are stuck with the same situation and die to it pretty consistently.  
  • A small QOL of life change I think I would recommend would be changing the colors of the units directions.  Possibly based off unit type etc.?  Could help differentiate them so that you can more easily pick between them when selecting things.  
  • Another QOL of life improvement I'd personally suggest (more personal preference) would be adding the ability to see where enemy units plan to go so it's more readable and easier to plan around.  Especially since you're already planning around your own units movements.  It gives you more information to deal with but it could lead to some more interesting plans, especially assuming the AI could have some complex maneuvers it could plan.
  • A final note for some things overall, spawning, movement, abilities etc., is that there's not really a clear "order" to all of it.  Some of it I figured out, some of it I forgot, and some of it I didn't.  So a clear order of priority could be helpful.  Ex. Movement, Abilties, Spawning etc. to help clear up exactly what will happen on any given turn, while still leaving said turn to be a manic mess of craziness.

Overall though, this is definitely a very interesting basis for a game, I feel like more unit types and such could be interesting to work with, or as I said, more environmental factors.  What I can say is I would definitely enjoy more levels to mess with, maybe with less electrocuting myself this time.

Developer(+1)

Thanks for the review, I got a chance to watch your vod a bit later and it was fun to watch someone complete it! I agree with most of your feedback, stuff like teleporting and spells to make life easier for you was stuff that just couldnt fit into the week jam but its one of the first things I want to add moving on. For order of execution, it does mention that spells with "slow" written on them happen after movement (and im yet to add "fast" spells) but I can try and expand on the tutorial into multiple stages later on. Lots to add later on- and the idea of perhaps an easy mode which shows enemy intention would be a good idea also. Thanks again for streaming it and writing a detailed review!

Submitted

It looks great, think it needs some sound effects. The mechanics are interesting however I found clicking and dragging off the arrows to be buggy. It was too frustrating so I gave up playing. Still, definitely think there is a game that could be made from this demo.

Developer

Thanks for the review, Im trying to understand what you mean by buggy arrows. Were you perhaps trying to move the characters before the turn had ended (during the play stage)? I havent heard anything similar yet.

Submitted

At the start of your round, the zombies have random directions drawn. I could usually set new directions except in some cases where I just couldn't change anything. There were also times with the wizard where I would click on him to draw off a direction and it either wouldn't work or only after several attempts.

Submitted

you are limited to 3 move per turn (if you did not notice) 

Submitted

fun game and a long game which is very nice and hard to make a long game in that amount of time, loved the variety of monsters that you can spawn, and overall was a very fun game! 

Submitted

To be fair it was too long, when I unlocked 4th spell with frankenstein I just gave up :P except that it was funny, climatic music, and graphics, I liked the units style, yet luck of sound was sad here! Good one!

Submitted

Damm, this is a pretty well thought out and chaotic strategy game. At first I got killed by my own units more than the enemy when i spawned units every turn, then I found out that I am literally and figuratively spawning the source of my own chaos. It really fits the theme perfectly.

Submitted

This is a top tier game for the jam, the sprites and animation are really good, not gonna lie like an hour into playing the game I forgot it was a game jam game. I hope you take some of the advice your given and make this a full game on steam. I'd pay a few bucks for it.

The werewolves and imps felt a little mediocre, the imps are cool but hard to use and I found myself rathering using the zombies over the werewolves because the werewolves just felt like zombies that were harder to get through when the enemy was killed. 

Also by the way, the game's resolution's too big for my screen so the sides of the game were cut off and the only way to quit the game is with alt+f4 lol. But that's really not important.

Viewing comments 26 to 21 of 26 · Next page · Last page