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A jam submission

DemiurgesView game page

Mix of deck building, map exploration and turn based combat.
Submitted by BerihDev — 4 hours, 38 minutes before the deadline
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Play Demiurges game

Demiurges's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Music#373.4024.500
Art / Graphics#393.5914.750
Overall Fun#433.2134.250
Controls / UI#532.8353.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Hi! I just finished testing your game. The idea is really cool, just the game itself needs a lot of polishing. I am aware that it is still an early version though. I believe it will become a fantastic game over time.

Demiurges was fun to play despite the large amount of small flaws. I will describe them to help you get rid of them.

For a start I'd like to say that the atmosphere was very special - gloomy, but awesome! I like a lot the world you created, projects of heroes, units and town. Making fragments of the map connecting to form a one bigger place is a nice idea too.

I'll talk about map graphics now. Gentle mist around the obstacles are really nice to look at, I watched it for a while when I spotted it, haha.
Unfortunately, many places (at least on the first map, where it's quite dark) blend with each other. I think the issue is a small variety of brightness in colors there. I would recommend you to follow this advice: you can take a screenshot and paste it into a drawing program (like Krita - it's free and I personally use it), then decrease saturation to make it all in the shades of grey. That way you will see much better which elements needs to be more separated.

The music is very unique, gives the game very gloomy mood. I assume it was your target - the world is doomed after all. In that case music works really good! The only things I would complain about is that it lacks a variety a bit and that there's no separate battle soundtrack.
When it comes to other sound effects, I loved them all.

Overall I like UI, but there are things I don't understand about it. For example, animation and style of the left upper UI is very nice, but I completely don't know what's it for.
I think it wouldn't hurt to add some background under UI, even transparent one. When we are in the town resources indicators are a bit harder to read.
On the other hand, the whole UI when it comes to cards was cool and understandable for me.

I would love to be able to recruit all the creatures in one place in the town and I would really like to read about them before recruiting (I didn't see that option in the recruitment menu).

This game desperately needs a tutorial, but I guess you already know that.

Boss was much easier than I thought, I think you could make it a bit more difficult.

I didn't see the option to run from battle, maybe I missed something?

One more thing: I think that drawing a card would work better after we close the window showing us the time left.

It was a fun game, the concept is really awesome, it "only" needs a lot of polishing.

I am going through all submissions to make all developers aware of an important Google form I've made.

I'm joining the IQ folks to help organize smaller events in between the main FQ event in order to help prevent us from getting too many games in main events. Right now, I have a planned structure for these events but I would like to hear from everyone who was in this event in order to tune things better. The survey is a bit long, but it covers as much as I could think of. If you can take the time to do the survey by June 1st, I would immensely appreciate it!

You can find the form here: https://forms.gle/P9LPYwERhJtpZzteA

Hello from tonight's stream!

So, this one took me a bit to figure out though I did get it in the end and found it to be quite interesting and fun.

I think the primary thing needed in this game... is a tutorial. Normally I'm not one for tutorials, but I think it's valid here. There's enough complexity and lack of things told to the player to necessitate it. To give some ideas, here are things that happened to me and the order I had to learn those lessons

1. Did not understand the point of the cards in general and when they were used

2. Did not understand the point of the resources

3. Did not understand the specifics of cards and what they do

4. Did not understand the city was a thing you could visit and hire underlings for your army.

5. Did not understand that long range is a thing in the second area. Whoops!

6. Did not understand that the raptor AND the manta both require moving one space in battle before they can attack.

So yea, it'd be a good idea to teach people this.

Besides that, the music felt repetitive and certain parts of the UI hide other parts that shouldn't do that.

Submitted (2 edits)

Hi! I was actually looking forward to playing this game for quite some time now. It seems like a ton of effort has been put into it.

UI:

  • UI tooltips are great and explanatory. The coloring of them makes the window content a bit hard to parse, though - most of the screenshots explaining stuff (specifically menu-related) blend in with the background and each other, making it a bit hard to read. Overall, some UI elements (and even elements on the map) blend in with each other - I know the intention was probably to limit the amount of colors on the screen, but as of now it makes everything to appear on one "layer" - it is sometimes hard to tell which objects are interactable, which are not and what is the current state of things
  • A bit too much info dumped 
  • In battle, tooltips get underneath the turn order bar
  • In battle, some enemy minion tooltips also cover the movement area highlight
  • Cards UI is a little bit slow to appear/disappear - I feel like making it toggle on click could be more comfortable
  • Overall, using UI is a little bit rough on the edges - some elements like selections and highlighs are not readable very clearly
  • Moving/exchanging unit positions works a little bit inconsistently between screens - for example, you can switch unit positions by drag'n'drop in hero screen, but you can't do the same thing in hero interaction screen (at least between heroes)
  • All that being said, this is a very complex game and you have already done HUGE work of making it understandable! for every such comment there is a huge number of UI features that really serve their purpose of making the game understandable and fun
  • I couldn't help but notice that there are sounds on UI interaction, but either they had some sort of delay, or they were blending in with the background music - but I felt like they are a bit offset in time from my actions. I could not tell if that was intentional or not, got some mixed messages.

Gameplay:

  • I utulize the following tactic: max out Leadership skill and then use 1-unit squads to "bait" enemy retaliation attacks before attacking with the powerful stack - kinda like it is regularly done in Heroes games. If feel like without this tactic the loss of units becomes too big to manage
  • I feel the balance of enemy armies is a little off: the boss I killed had like 3 times less troops then the enemy pack guarding a pile of resources on a previous screen
  • I destroyed a key artifact because I did not want to drop any other artifact from my hero, and the inventory was full. I did not expect the item to be destroyed - this effectively breaks the progression through the game
  • When a hero is defeated, he disappears from the screen completely. It was a surprise for me I could actually interact with the fallen hero to transfer artifacts - that was nice. However, defeated hero still takes space on the map - in my case, it was a 1x1 square, so he effectively blocked part of the map for me
  • Gold ended up being the most lacking resource, and I found the game a bit too hard until I picked up and artifact that gives 500g per day. The difficulty became much more manageable then. Feels like it breaks the current balance, though - it effectively eliminates gold as a limiter of anything.
  • It seems like if you get 5 cards in your hand, you stop receiving daily cards completely (even after you use some of them)
  • Units with "taunt" tiles are a little bit weird to utilize since it is very easy to play around them (they won't taunt an actual player, since you can move out of them easily) but they are absolutely awesome to use as 1-unit squads to protect the big damaging packs

I spent several hours playing, and I haven't unlocked any of the side areas - because the only time I got to the key I accidentally destroyed it - So I don't know how much more content is there. That being said, there is a TON of content already, enough to be replayed several times. I feel like this would be the best time to refine existing content, UI, difficulty and whatever issues there are. The game is quite addicting and I definitely had tons of fun - it has the vibe similar to old Heroes games (Heroes II was still my favourite).

I hope this feedback helps you make the game even better!

Good luck! I'll be looking forward for more!