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Witch Guild Survivor's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall Fun | #9 | 4.000 | 4.000 |
Sound/Music | #20 | 3.167 | 3.167 |
UI | #24 | 2.833 | 2.833 |
Art | #30 | 2.833 | 2.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is just like that one time I spent 20 minutes until dawn with that vampire survivor!
Jokes aside, this game is pretty good, I'm just a bit worried it'll get lost in the already saturated horde rogue-like genre. I see what you've done to try to make yours stand out, and I think you could go one step further with something like an overworld map that players traverse through with individual levels that progressively get harder and sometimes have different objectives, like surviving for a certain amount of time, killing a number of enemies, causing a specified total amount of damage, etc. The overworld also could give you the opportunity to try out different location themes and levels with interesting obstacles and layouts unique to that level.
I've given similar advice to another game like yours called SoulGerm, where I described the idea of a Capture The Flag objective, where you have enemies protecting a base that you need to clear your way into, grab the flag, and take it back to your home base. This could work out since your map doesn't loop and the character is concealed within a box. The CTF game mode isn't anything revolutionary in games, but I've personally never seen it (nor any other similar game mode) implemented into a game like yours, so it could prove to be interesting.
The decision to implement changes like these are completely up to you, these are what I'd personally do if I was making a game like yours, you can take it in any direction you'd like, I'd just make sure to find a direction you like and stick with it. Competition is tough, so do what you can to stand out in the crowd!
Thanks so much for your feedback!
I have a couple more ideas for the full version. But I find your ideas quite interesting. I'll take them into consideration :)
Hey no problem! I'm curious to see what's next!! :D
This was a lot of fun! Very much in the style of Vampire Survivors but had a few of its own little kicks to it! I'm excited to play the full game, the music felt right, and everything played pretty well. Would be interesting to see more enemy movement patterns, or charges and such.
Last bit of feedback would be to show the player somehow what they currently have for upgrades. I looooove stats.
Thanks! you make my day
I'm working on an update to improve enemies and game balance.
I didn't have in mind to make the upgrades visible, I will add it in the next version ;)
It's fun, but it's way too similar to Vampire Survivors and 20 Minutes Until Dawn.
Thanks for the feedback. I try to differentiate it from those games with the upgrade system, special attack mechanics and combination of 3 elements before the run (witches, wands and spells)
This is a Vampire Survivor clone...This does not mean it's not fun.
Not a lot to say, this can be improved but it is already good, I think it can only get better.
Thank you for your feedback!
Could you be more specific on how it could be better?
This is a very nice and clean gameplay demo.
I've heard about these Horde Roguelike/Roguelite games but haven't played one before.
The gameplay loop you've got is very nice and tight. The music is fantastic. The art is clean and legible, with crisp animations.
What I think could be evolved is the powers design. It would be nice to have more substantial differences between the elements. All the orbs feel "same-y".
I think the Trap Special Attack might not be working, or how it should work isn't clear. When I picked it, it seemed like I was playing with no special attack at all. It played an "incorrect input" beep whenever I tried to use it.
Also, it would be nice to have a cheat code to unlock all the content for those of us who have many design insights but less time in life.
Really fun game! I enjoyed this a lot and look forward to seeing how it evolves.
Thank you for your feedback!, I really appreciate it
About the orbs, what you say is very interesting, they all have different characteristics (attack, speed, range, etc), but they could be very subtle differences.
About the trap special, all spells must be used within the circle around the witch, maybe that's what happened
About the cheat code, i had never thought about it, I think I could add it in the demo version