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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 20 to 1 of 53 · Previous page · First page
Submitted(+2)

Well done on your entry! This is a huge amount of work to put in for a game jam! The systems are working really well. I love the theme and feeling of being inside the game and managing the different resources. I think the day's end report would benefit from some sort of iconography or pictorial representation - it is a bit too much information for the player to digest. Amazing job on your game. I loved it!

Developer

Thank you for playing ivan! There has been multiple feedback about speeding up the summary scene, but your idea of a infographical approach is a first, and a great one! As expected from a gamedev who has a great eye for visual details (i loved the visual style of your game ;D)

Submitted(+2)

Agreed with the rest of the comments. This is a truly unique and well-thought-out entry. Awesome work!

Developer

Thank you for playing five0nine! Glad you enjoyed it!

Submitted(+2)

Wow, that was deep and well thought out. Great job!

Developer

Thank you for playing gatsby! :D

Submitted(+2)

Wow this was a very unique submission, and I was surprised how much time ticked away playing it before I realized! Goes to show how much fun I was having :D

Balancing the four types of resources was very satisfying I think it was a nice amount (not too much where I felt analysis paralysis but enough to keep my brain engaged and thinking). In a game like this the UI is especially crucial and I feel you absolutely nailed it. I knew exactly what I needed to click and when to take the actions I wanted. All the little details in the sound FX also added to the pleasing UI experience and kept me immersed in writing Rozvir history. The poem intro was very clever and with the opening line telling us that Rozvir eventually would fall sort of cast this tragic heroic last stand vibe on the playthrough (enhanced with the musical score) and just really worked for me.

Fantastic work!

Developer(+1)

Thank you so much for playing Eric!
Very happy you enjoyed your time with the game :D It's entirely Busride Studio's work, I'm fortunate to have jammed with them three times now and this music/atmosphere was very different from anything I've done before. I had loads of fun making all the sounds and thinking up a bit of lore so I'm really glad you've enjoyed the vibe. Thanks again for your kind words!

Developer(+2)

Thanks for playing eric, and for your kind words!

I'm glad you found the game engaging. A big part of the design choices actually came from the FX and lore done by Passivistefforts. We wanted to have a foreboding atmosphere, and he deftly communicated it through music. I too was immediately inspired by the poem he wrote, and it was miles better than what I had in mind (..."you are a castle under siege.. you got here because..."). The poem also helped us wrap the gameplay around "different renditions of oral history", justifying how each player or playthrough might be different.

Submitted(+1)

Super clever choices! I would never have thought to take the time to write a high quality poem like that and it was the perfect story telling device for the opening of your game and as you said made perfect sense regarding the different possible playthrough outcomes.

Submitted(+2)

Was really cool to see a management game come out this jam! was fun trying to balance the different requirements and led to some interesting choices! 

Only thing that was missing for me was a way to 'speed up' the transitions between scenes because I'm impatient lol. 

Very stylish atmosphere and lots of polish on things like ambient noises and the page turning sfx on button clicks really bring everything together. Well done!

Developer(+1)

Thank you for playing Crabbit! Glad you liked the gameplay loop!

You're definitely not impatient for sitting through the game, and not alone in the feedback for speeding up the transitions!

Glad you liked the SFX! Our musician Passivistefforts is awesome at audio :D

Submitted(+2)

I really really enjoyed this game. Too me it was so interesting how invested I get in games like this where we're basically just sliding some numbers around but this kind of game hooks me so hard.

Definitely one of my favorite submissions to the jam so far!

Developer

Thank you for playing Veras, and for your kind words! I too found seeing numbers go upupup addictive, so we added a killswitch for this jam to prevent people like us from losing too much time to this XD.

Submitted(+2)

Reminded me a little of Defender of the crown.  Nice UI.  Easy choices, immediate game over for not managing food bummed me out a little, maybe could have killed off some population?  I agree with most reviews, speed up the transitions, auto keep same choices from last day, add diff soldier types, and maybe a little more visuals for the battles?  Centurion springs to mind, lol

Developer

Thank you for playing everadxii! I havent heard of those games you referenced, but will go check them out! I got your point on perhaps not losing out right if food ran low, and instead to kill of population. That would indeed make more sense and be more realistic! Great suggestion!

Submitted(+2)

Dang it, I was totally crushing it on Day 26, but then I just...decided not to assign anyone to food, and starve, for absolutely no good reason lol.

I love this one! I think this is a great example of how to you can approach a game jam to make something really, really polished without a ton of art assets. And it's legitimately really fun!

There are a few quality-of-life critiques I'd make, but I get the feeling you're already aware of what those would be. Instead, I just have one mechanics-related critique, and that's the "bribe enemies to defect to your side" military action. I think this should give you SOME indication of how much defense you'll get in exchange for gold, even if it's a random range. As it stands, it just doesn't seem worth the risk.

But I love the exponential growth with population and managing all other resources. Awesome job!!

Developer(+1)

Thanks for playing semicolon!

We had aimed for the game's lore to be that the player is reliving different renditions of folklore about how Rozvir fell. In your rendition, they died of unforeseen famine due to the sudden stigma for kids to become farmers XD.

Thank you for your kind words! Our resident artist wasnt available this time, so I wanted to take the easy way out by making a UI heavy game. Spoiler alert: It wasn't easier.

Agreed on the QOL indicators, I had left that QA check too late into the end. We barely caught needing a output indicator on the resource generation actions, and the military actions went unnoticed. Like you pointed out, there is also balancing issues that we need to address for the various options! Thank you for your comprehensive and thoughtful feedback!

Submitted(+2)

It's refreshing to encounter something so different! I thought that the story telling and visuals were very immersive. The game design and mechanics were also brilliant. You likewise nabbed a 5 star from me on the mechanics metric, and that was well-deserved.

I think the only thing on my wish list would be a feature to quickly summarise the day. That, and maybe auto selecting assign roles on the start of each day.

Developer

Thanks for playing Zailef, and for your kind words! Our musician-cum-lore manager Passivistefforts is great at setting mood and atmosphere :D

Agreed on the need for a way to skip past the summary screen! That was indeed too much a timesink. A default setting on role selection is a cool feedback, and would be a great QOL addition!

Submitted(+2)

Great work! The atmosphere feels tense and GUI design is pretty solid.

Developer (1 edit) (+1)

Thanks for playing Flame! Glad you liked the UI and atmosphere! Our musician Passivistefforts has a knack for creating atmosphere thru music!

Submitted (1 edit) (+2)

In my second playthrough managed to survive to the third battle and was vanquished on day 15.

Nice work!

Developer

Thanks for playing heckert, and multiple times to boot! We rigged the game to make sure players die by the 3rd or 4th wave (didn't want to become a timesink, and to allow players to play more jam games), so you did well getting there! 

Submitted

It came to mind the attack values skyrocketing beyond insanity was somewhat on purpose. Especially with that last battle...

Developer (1 edit)

Nice catch! If you're interested, the slapped together formulae for attack power was:
```
var attack_power: float = 10 * (enemy wave ** enemy wave)
```
In English, it means "thanks for getting so far, but Rozvir must fall now (as written in history). time to play other submissions" XD

Submitted(+2)

I liked this a lot. I played it twice, almost held for a 3rd week the second time. Nicely done.

Developer

Thanks for playing lorporlem, and multiple times to boot! We rigged the game to make sure players die by the 3rd or 4th wave (didn't want to become a timesink, and to allow players to play more jam games), so you did well getting there! 

Submitted

I might have died in the 3rd battle, but I ran out of food the day before out of carelessness :-P

Submitted(+2)

I really liked this, a nice change of pace from most of the other jam submissions. The UI felt very polished. I love the focus on pure mechanics and strategy - those systems must have taken a lot of work. Congrats on the submission!

Developer

Thank you for playing Onnox, and for your kind words! I had set out thinking that it would be easier to do a UI heavy game, but I had not anticipated how much work would go into wiring the systems XD. Glad you enjoyed it!

Submitted(+2)

Made it to Day 19.  I got cocky, thought I had it figured out, but I definitely underestimated the next siege.  Cool game! As others have said, a skip or speed up button would be nice, that being said I think the transitions are nice and the slow pace matches the music and vibe. Nice work.

Developer

Thanks for playing cheyenne! The game was rigged for the player to lose eventually so don't feel bad! Indeed, agreed that a way to skip past the daily summary would be a much-needed QOL improvement!

Submitted(+2)

Very nice game idea. and implemented so well. The resource management feels real and immersive. It's like really there is a war going on.

Developer

Thanks for playing DarkSoul! Glad you enjoyed the game and the atmosphere :D

Submitted(+2)

just played it before the jam ended. Was really enjoyable! Nice UI! Good ideas!

Developer(+1)

Ah one of the early play-testers! Thank you again for playing and for dropping by Akaki! Happy to hear you enjoyed it! :D

Submitted(+2)

A very different type of game to what I have played so far in the jam! The mechanics were not too hard to grasp and it felt quite well balanced, unfortunately I got too greedy and didn't realize how much defense costs :D The random modifiers to the end of day gains felt annoying at first, but I realized that it was probably important to the balance of the game. My one suggestion would be to speed up the end of day screen to speed up the gameplay a bit. One of my favorite games so far!

Developer(+1)

Thanks for playing tupperware, and for your immensely kind words!

Yea we wanted to add to the "hopelessness and futility" of the besiged situation, in that even fate can go against you in the situation haha.

And indeed, from various playtests we've received feedback to add a skip button of sorts. I sorta hardcoded the transitions this time, and locked myself out of breaking out of them early. But will definitely find a more optimized way to implement summary screens in future of such efforts!

Submitted(+1)

Hi there, I played your game. Great work! Unfortunately Rozvir was razed...

Developer(+1)

Thanks for palying Thracco! It's ok, history already told us it was razed, we'll have to wait for the next gamejam theme to be "Time travel" for us to save it! Important thing was that you relived how it fell!

Submitted(+2)

Its quality, I really enjoy it.
I especially like your UI work.

Developer(+1)

Thank you for playing Marcus! Glad you liked the UI, I loved putting them together with Godot control nodes too :D

Submitted(+2)

I loved the theme and would love to team up on a project sometime! The visuals are awesome, sounds are perfect. The only issue I had was really getting into and understanding the game but I have always had a hard time with more text based games. I think the systems involved would be awesome in a game like Mount and Blade for castle management.

Developer(+1)

Thanks for playing trlatimer, and for your kind words! Would love to have the opportunity to work together as well where possible!

Indeed, the game complexity sort of got away from us, and we didnt have enough time to build in a in-game tutorial. The itch page how-to-play is also quite texty. I'm glad the system felt "medieval" enough for you to link it to Mount and Blade!

Viewing comments 20 to 1 of 53 · Previous page · First page