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A jam submission

Siege of RozvirView game page

Retell the tragic final stand of Rozvir, a castle besieged.
Submitted by busride studio, Passivist — 3 hours, 46 minutes before the deadline
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Siege of Rozvir's itch.io page

Results

CriteriaRankScore*Raw Score
Story#214.0184.018
Theme#224.3454.345
Overall#354.0364.036
Mechanics#423.8733.873
Sound#933.5093.509
Music#1083.6553.655
Aesthetics#1164.0184.018
Fun#1423.6363.636

Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
2

Did you use any existing assets? If so, list them below.
All assets listed in Acknowledgements

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Comments

Viewing comments 53 to 34 of 53 · Next page · Last page
Submitted(+1)

oh wow what a great game!!!  I hadn't enjoyed a strategy game so much since I used to play tabletop Risk with my family. 

I died quickly every time, but I enjoyed it so much!!! The visuals, story, music, and sound fx all are a perfect fit. I'll play it again after the jam. Congrats on the good work!

Submitted(+2)

And Rozvir fell on Day 69 after spending too much money attempting to bribe as many invaders from the 128 quadrillion-strong invading army as they thought they could afford.

I really enjoyed this! After I discovered that investing in healthcare yielded ridiculous returns on the investment (points for realism), I played wondering if numbers would overflow first, or if the "next day" button would float off the screen preventing me from continuing to the next day. On Day 39, my population reach its lowest on record (--8.2 quintillion), and my negative population refused to work, profusely regurgitating food without dying. But there was plenty of money. Then I continued to see if I would fail, or if the enemy army would become negative and what that would do. I did not live to see my negative population starve due to overproduction of food, nor to see a negative army raid my city of negative people. We ran out of money for bribes.

It was a blast

Developer(+2)

Ok... one thing at a time.. First, thanks for playing Partheas.

Secondly... What in the world! I was just telling Annikat that I had intended for the game to overwhelm the player by Day20. These numbers are insane!! Never would I have thought that anyone would get so far. The UI crumbled under your persistent QA efforts. This comment is comedy gold btw, I showed my wife and we both had a good chuckle. No QA like QA in production!

I dont think i've gotten so much technical telemetry from anyone else, but it did point out many bugs. Firstly, put in safeguards to prevent negative overflow (man, i didn't even know this was a thing). Second, do failsafe checks to make sure that upkeep was not just a simple (-1 * population) but also to make sure that the numbers are always negative (to prevent situations where zombie population regurgitate food instead). 

This tale of how Rozvir fell must be one trippy account, and likely told by a severely inebriated bard in a tavern.

In all seriousness, we are really touched and flattered by your dedication to the game. And on my part, I feel personally apologetic for not implementing a more efficient skip/fastforward option for you. Sitting through 69 days of that crawling "Day's End" scene must NOT have been fun.

A very very big thank you!

Submitted(+1)

I assure you, I enjoyed  every minute of it! I like a good "numbers go up" game, and boy did the numbers go up! XD

Another couple suggestions, though, would be to make the infrastructure upgrades' expense and the cost of spying to scale up faster, because they're both super powerful features. And also for the bribe feature to be less consistent.

Again, really fun as is, and it's a hard balance to make the beginning not punishingly hard, while keeping the game consistent, engaging, challenging, and fun into an end game.

Submitted(+1)

Oh, one last idea, after talking with Annikat about it - if you threw in like a fate card maybe that essentially retriggered the last wave or sent some % of the upcoming raid's power, it would give people a reason to keep some defenses on hand at all times, along with a gold upkeep to make gold production more necessary. Obviously, using the last wave instead of the next wave for numbers gives the player a better chance of being able to predict and prepare for the random event, but either option sounds decent

Submitted(+2)

Very compelling. I definitely had to see how far I could take Rozvir before succumbing to the inevitable. If I were you, I would focus on and add a little more to that end-of-day page, fleshing out those fate cards to have more variety or maybe have some story elements that would give players something extra to look forward to at that crux point. I think the little indicators of costs and gains could all be displayed faster or even simultaneously, and I think you should help the player a bit more with the upkeep math -- much more in line with the player fantasy for the castle to fall in battle than in an accounting error. All in all, great work, this is a Jam highlight game for me :)

Developer

Thank you for playing Lanyard, and for your many feedback ideas! Apart from the speed up option, I think you're the first to suggest more variations to the Fate Cards. I had thought that the game would feel samey after a few rounds, and you're idea of manipulating more variations, or progressing the story thru the Fate Cards is one idea that work well.

On the accounting guardrails, you are indeed right! I had intended to put in a smaller number marker showing in red, the -XX for upkeep, but I ran out of time to implement it XD. Glad we had the same idea, but you went one step further to link it to the immersion of a castle management situation.

Thank you for your kind words on it being a highlight for you, that makes us very happy :D

Submitted(+2)

This is a cool management game! I love the atmosphere established by the art and music; it really feels like a last stand against insurmountable odds. The resource management feels balanced as well, with each resource is crucial to survival. The only thing I thought was missing was a summary of what happened each day with the amounts that each resource changed. Besides that, the game felt complete. Excellent work!

Developer(+1)

Thanks for playing Starlight! Passivistefforts (our talented musician) is always consistently awesome with atmosphere design, and the music and SFX this time was no exception :D The last stand against insurmountable odds was indeed the feel we were going for!

A lot of players suggested a skip/speed up option, but as to what they should speed up into, i think your suggestion for a summary of what happened that day would be a great answer. Thank you for the suggestion!!

Submitted(+3)

The game has a really good UI. It feels like a simple game with alot of interesting mechanics and things which can weave together when you get into it. It was a fun play and it feels really replayable. I do think having the End of day screen go faster or skip with a click or something would be nice to make it flow abit better.

Developer

Thanks for playing Lisica! Indeed, I think the game was designed for multiple playthroughs to relive the different ways Rozvir could have fell, and it would definitely help with the replayability by making things go faster for players!

Submitted(+2)

I'm really impressed with how much you've done with the limited time! I died on day 20 after screwing up my economy on day 15, oops. But yeah, very fun and mechanically satisfying. UI looks amazing too! Great job!!!

Developer(+1)

Thanks for playing Annikat! Day 20 was where I had intended for players to be overrun, so you did great!! (Although i have since understood that players have managed to break my expectations and went into wild numbers territory xD). Glad you had fun playing it!

Submitted(+2)

This game was really think through. I also really liked the atmosphere and sounds.

Developer

Thanks for playing NS! Passivistefforts (our talented musician) is always consistently awesome with atmosphere design, and the music and SFX this time was no exception :D.

Submitted(+2)

I loved the game, leading people and balancing requirements. Story and ui also good. SFX and music are good, especially the SFX. Good job!

Developer

Thanks for playing Aresbos! Passivistefforts (our talented musician) is always consistently awesome with audio, and the music and SFX this time was no exception :D

Submitted(+2)

Very interesting game. I liked the strategic part a lot. Also the story telling was very well designed. You put a lot of thought into the choices and what they balance. Good job!

Developer

Thanks for playing CeyKie, and for being part of the different stories behind how Rozvir fell!

Submitted(+2)

Love the feel of the game, UI was very well done (I always have problems with UI), good job!

Developer

Thanks for playing Hxd, I used Godot and they have some useful UI container nodes to help with the UI design! This jam was definitely a good learning exercise for me in UI.

Submitted(+2)

That's an amazing amount of work with depth to the choices, reminded me of frostpunk with the time to event mechanic. The UI and backgrounds are excellent (think I spied Eilean Donan castle on the home page :D ). I'd recommend adding a tutorial, just to provide some idea of the how to play (did have a chuckle when i tried to just add one person to repopulate, that shouldn't need explained lol :D ) and a save system (clearly stuff not expected in a game jam). Really well done, excellent.

Developer

Thanks for playing ponies! And OMG! You're the first (and likely only) person to recognize Eilean Donan!!! I don't know the castle personally, but I was looking up "Castles" on Wikipedia commons and that amazing photo came up! And now I know about it, such a romantic name for a castle. The original photo (linked on my itch page is "Eilean Donan at Dusk" by  Syxaxis Photography)

[ Learning point for me: Wikipedia commons is a good source of CC0 - CC4 pictures for use (acknowledgements on the itch page) ]

Submitted(+2)

Nice concept, definitely enjoyed it! Felt pretty complete.

Developer

Thanks for playing terry, glad you enjoyed it!

Submitted(+2)

Poor Rozvir, having me in charge! They never stood a chance! Cool implementation of the game jam theme, felt very appropriate and exciting. Definitely the kind of game where you want to try different combinations until you find the ones that are super effective, which increases replay value greatly. Thanks for sharing, keep it up!

Developer(+1)

Thanks for playing Bearshaman! It's not you; they never stood a chance anyway..
"What can Rozvir do in face of such reckless hate" (RIP Bernard Hill, Theoden).

Submitted(+2)

Congrats on your submission!  I took a minute to get the hang of it and died on Day 30 due to the apathy not getting my soldiers trained in time.  I like the Hand of Fate card that changes what happens to add a bit of randomness to the game.  A lot of times I lucked out that it did negative effects to things I wasn't investing it or boosted what I was training, except for the game over haha.  My only real problem was that the sliders were a bit finicky once you were dealing with ~10K values.  it was hard to get exact numbers allocated.

Developer(+1)

Thanks so much for playing Iyghtkruz!

The possibility of sliders distorting at higher days definitely didn't occur to me as I didn't expect for players to get so far. I had scaled the enemy attack power thinking that the player would certainly be overwhelmed at Day 20, but I guess players like yourself did find a way around it. We are greatly flattered and touched that you spent time cracking the game :D. 

No QA like QA in production! Thanks so much again!

Submitted(+2)

Very nice game! I'm a big fan of big numbers that keep on increasing, it makes me feel like I'm actually achieving something :D

The width of the sliders was pretty mean because they changed mid slide to fit the large numbers, a fixed width or aligning the text to the left might help with that.

I burned at day 54 because I accidentally got too much defence, and all of the large numbers kinda blurred into a giant pile of digits XD

The atmosphere and aesthetic were wonderful, the UI and their animations felt quite polished, and the sounds of plague will never not be funny.

Neat job!

Developer(+1)

Thank you for playing Mucusinator, and for spending so much time on it!

I can't believe you got to day 54!! The possibility of UI distorting at higher days definitely didn't occur to me as I didn't think players would get so far.

I had scaled the enemy attack power thinking that the player would certainly be overwhelmed at Day 20, but I guess players did find a way around it. We are greatly flattered and touched that you spent time cracking the game :D. 

No QA like QA in production! Thanks so much again!

Submitted(+2)

Really good game! I really like the atmosphere and I was very invested in it. My only suggestion is to give a few days to repay the money or set a threshold for how much you can be in the negative at the bank. I lost because I bought too many defenses and ended up with -4 gold. Other than that, I really liked it. The atmosphere is great and really makes you feel like your life depends on every choice you make.

Developer(+1)

Thanks for playing Or!

Indeed there was some players who also commented on the consequence for running negative on reserves. On hindsight, it's more logical for the corresponding resource (population/defence) to be reduced to compensate for the negative balance, rather than the player losing outright. Will bear this in mind for future games of similar nature! Thank you for your suggestion!

Submitted(+2)

Interesting concepts and execution. I thought the strategy behind it was pretty cool. Overall, very nice job on the game!

Developer

Thanks for playing skykone, glad you enjoyed the game!

Submitted(+2)

This is incredible, really!

The first time I saw this game I thought "this is way too complicated for me" but it's actually easy enough to manage once you understand how things work. (And, uh, I also managed to get the city razed on Day 1 the first time I tried...)

The oppressive atmosphere from the graphics and the music really sells the idea of a city on the brink of annihilation.

I'm not sure if it's a good strategy, but I found it was best to send all my soldiers out to secure supplies immediately after a raid. That way they were gaining some resources and no longer using up money. On the final day leading into battle I'd train a new defense force, using the information gathered from spies to make sure I could hold.

The Hand of Fate mechanic is really brilliant, since it prevents the player from min-maxing everything perfectly. This feels very nearly like a complete game as it is. I could definitely, easily keep playing it, but I'm forcing myself to stop at Day 16 since there are other games to review.

Very, very well done!

Developer(+1)

Thanks for playing Satinel and for your comprehensive review! I was worried the face-value complexity might turn people off, but I'm so glad you still gave it a try (and for sticking with it).

One thing I had not expect was for the various strategies that players came up with! We were confident we scaled the game to overwhelm Rozvir by wave 4 (Day 20), but apparent that wasn't the case. Sacrificing soldiers to get resource early seemed like a good way to manage gold upkeep; solid strategy!

Really appreciate your time spent on the game, and on the review :D

Submitted(+2)

Very polished UI, and the game does a lot with its still image background through great lighting tricks. Very cool for those of us who love this genre and similar ones.

Developer(+1)

Thanks for playing Silverwind, and for noticing the light effects!! I was worried it was too subtle to be noticed, but good eye! I didn't manage to get an artist this round, so it was my way of circumventing my complete 0 art talent. But i did find a cool trick: Wikipedia commons is a good source of CC0 - CC4 pictures for use (acknowledgements on the itch page)

Submitted(+2)

I really enjoyed the story aspect of this game, and the control and strategy required to succeed! Well done!

Developer

Thanks for playing Odyssey, glad you liked the story! Our musician and lore master Passivist did an amazing job on setting the premise for that with the poem and music score!

Viewing comments 53 to 34 of 53 · Next page · Last page