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A jam submission

The cult of ice and fireView game page

Classic tactical Dungeon Crawler
Submitted by BrotherByto — 23 hours, 20 minutes before the deadline
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The cult of ice and fire's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay - How fun is it to play?#403.5563.556
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#413.7783.778
Overall#513.4443.444
Audio - Does the game have nice sfx and music?#603.4443.444
Graphics - Is the game aesthetically pleasing?#753.6113.611
Theme - How well does it incorporate the theme?#882.8332.833

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Really nice game, combat system was original and could support this full game, maybe a little bit too random but still it kept me playing for some time (: Great work!

Submitted

I liked your game, especially that you have progression and interesting combat system. Graphics was a little bit dark, it was hard to see anything on the second level, but I've managed. Music was probably a little bit too quiet, but it was there and added ambience and atmosphere.

What I discovered that you really need to have a block at the start. Basically random progression made it quite random... I mean some runs are just destined to fail because you didn't get moves and even if you're doing everything right, you'll not be able to finish the game because of it. Maybe adding "pick one upgrade out of three" progression can fix it?

Other than that, once I've understood how combat works and once I got proper moves it plays really fine, maybe a bit on a slowish side once you start to defeat your enemies without loosing any health. But overall I can see how I can sink in several hours in that kind of game if it becomes a little bit less random.

Submitted

I didn't understand what the goal was but I liked the visuals and music a lot. It really set an ominous ambience.

Submitted

Really confused what I was supposed to be doing but I did kill many rats and frogs.

Got munched by a wolf though.

Maybe I am just blind but I do not see a way to get more potions.

Submitted

Pretty cool and kept me busy for a while. Reading the comment makes me realize that maybe I didn't have an option to raise my attack level. I would block block block block until finally my enemy have poor defense. I think it's a cool idea however! Makes me wonder how the combat could be spiced more.

Submitted (1 edit)

Nice game. All the mechanics are in place. Everything feels good. Nice job implementing a progression system.

Minor point: I'd sometimes click the attack button before my turn came up. Maybe they just need to be greyed out when not active.

It seems a bit short? I found myself dying pretty quickly, having run out of potions, and having no other obvious options.

Host

Fun little game with nice graphics and interesting combat mechanics. I think it worked well and I had fun playing.

Great music and ambience choice!

You nailed the perspective view, but the movement and turning could have been a little bit faster.

I like the consistency in the design of the game and the project page. They blend well together when you play it.

Submitted

Looked good, sounded good, liked the battle system. Would have liked more visual variety and felt a bit hard, couldn't beat the game.

Submitted

A really great entry! I’m definitely coming back to this one in the future.

Beautifully well done art. Sound effects became a little annoying and repetitive but overall added to the game.

The movement transitions were a little slow for my taste and didn’t seem to provide input queuing.

I loved the tactical mechanics of the game. Overall, very impressive!

Great job!

Developer

Thank you for playing and the kind feedback.

The sound effects are really somehow repetitve, but they were added to the game in the last step, and i just couldn't come up with more sounds i could produce, without feeling completely stupid ;)

Submitted

Honestly a surprisingly large game for a 7 day jam! im impressed honestly, the game play feels well thought out and fluid, love it!

Developer(+1)

Thank you for playing and the nice feedback.

Preparation is key, and for this jam i luckily had a lot of free time.

I like this battle system. Nice work!

Developer

Thank you for playing and the kind feedback.

Submitted

A solid crawler. Especially liked the dice roll sample during the battle. A solid combat system as well. Well done!

Submitted

Just some technical notes: The transition between tiles and turning is a bit on the slow side. Also the FOV is a bit extreme making it difficult to see if the corridor is 2, 3 or 4 tiles long. The camera also seems to be pushed back quiet a lot. I believe to show the ground of the tile the player is standing on? There are other ways to achieve this, depending on your engine you may want to look into whats called "Lens shift/offset". This is what I am using in my game with a FOV of 60°.

Developer(+1)

Thank you for playing and the kind feedback.

As noted below, i am also not completely satisfied with the FOV, but didn't want to take too much time optimizing it, cause i wanted to spent more time implementing the game mechanics.

The transition speed always seems a thing of taste, but since the dungeon is not that huge i hoped it would work for most people.

The combat slows down the game even more, but that seems to be ok for most people since it is somehow the core of the game.

Submitted

I really liked the combat mechanics. Even though they’re luck based, they didn’t leave anything to chance. You knew exactly what you were getting into. I got wrecked until I got the block ability, which was a game-changer for me. Definitely on the tough side, but I like the aesthetics. One minor nit is that the camera FOV is waaay huge. It feels 90+. This had the effect of distorting things somewhat. I would walk into what I thought was a two cell wide room only to realize it was a corridor.

Developer

Thanks for playing and the kind feedback.

I am also not completely satisfied with the FOV, but didn't want to take too much time optimizing it, cause i wanted to spent more time implementing the game mechanics.

Submitted

cool combat mechanics, would be better if we get block right at the start. do we get more potions later on in the game? i got destroyed by cultists

Developer(+1)

Thanks for playing and giving feedback.

Block is definetly one of the most important skills. So you need some luck to get it early, but for me that still seems fine.

I decided not to add more potions, and keep the game more difficult.

Submitted

The combat mechanics are really interesting and once I got the hang of them combat was pretty fun!


If you work on this more after the jam it would be cool if the theme was more integrated (like if you had fire and ice spells), as it doesn't seem to matter to the gameplay currently.

Just one thing - it would be good if you could use potions when out of combat. It wasn't explained that I couldn't use them except at the end of a fight, so on my first game I just got stuck in a fight that I couldn't do anything but lose.

Developer

Thank you for playing and giving feedback.

Fire and ice indeed don't matter to the gameplay, i thought giving the skills the names they have now makes more sense.

Potions should always be consumable out of combat.

And if you won't get the right level ups, you will always fail at some point, so there is surely some luck invovlved.

Submitted

I saved the world, once again.

I like the random improvements and the +/- use of the theme, listening to the dice roll is catchy. The difficulty is on point. Sure there's a lot of luck involved, there's not much you can do except for fighting all the enemies following their strength order and choosing the attack which works but that did not bother me that much, a chance game is fun once in a while.

Developer

Thanks for playing and the friendly feedback.