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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 40 to 21 of 53 · Next page · Previous page · First page · Last page
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!

Submitted(+2)

Very well done! The fate rng adds a great touch!

Developer(+1)

Thanks for playing kimonade! Glad you liked the fate rng! Hope they rolled in you favour!

Submitted(+2)

Very atmospheric, I have a soft spot for middle ages so that definitely helped :) Liked the gameplay loop as well;  pretty in-depth while still a good fit for a "jam game" in terms of complexity. Could maybe to with "speed up" option between turns as the "loading" gets a bit tedious after a while.

Developer

Thank you for playing njacke! I too based it off one of my favourite setting (middle ages). Agreed on your feedback for the speed up option too!

Submitted(+2)

Interesting basis for a strategic management game. Seems that other comments have already covered most of what I was going to say as far as things to improve, so I'll just second all those and congratulate you on a cool little strategy game!

Developer(+1)

Thank you for playing Tinten, and for your attention to the other comments! 

Submitted(+2)

Completely lost track of time and my surroundings while playing. I love the ambience, the audio and visual design is spot on. Getting complacent and spending more money than I have is always my downfall. It would be nice to be able to speed up the results screen for subsequent plays, other than that I have no complaints. This is an excellent submission, one of my favorites I've played so far!! Amazing job!

Developer

Thanks for playing Dplus, and for your kind words! I infer that you've played multiple rounds, and I'm flattered to hear that! Thank you for your support!

Submitted(+2)

Really well done! I love these types of strategy games (My Life as a King is a favourite) and you’ve executed it really well. Speeding up some of the reports would be nice or making it so you can flick through at your own pace, but that’s a very minor thing. Great job!

Developer(+1)

Thanks for playing Seb, glad for a fellow strategy game player to have tried this!

Submitted(+2)

Looks really nice. I added it to my  pause game collection.

Developer

Thank you for playing inStudio! Flattered to have made your game collection!!

Submitted(+2)

Nice idea. The game has a civilization feeling. I would love to see the armies battling.

Developer(+1)

Thanks for playing Thiago! I'm a big fan of the Civ series, so I'm flattered for the comparison! Indeed, if the scope had allowed for armies battling, I think it would add an entire new layer of depth (e.g. if you could survive a wave with lesser numbers, but better strategy)!

Submitted(+2)

Loved the story and the poem at the start! Great transitions and whole amtosheric feel. Interestic mechanics. Great submision!

Developer

Thanks for playing svardraak, glad you enjoyed it!

Submitted(+2)

Great game, really enjoyed the strategy.  Sound was on point too, the music really suited the hopelessness of the situation.  Would be good to lock some options for X days or add more options over time to give some progression feels, as after the first few attacks you're doing the same thing on repeat.

UI sliders were a little finnicky on mobile, could have bigger touch zones.

Overall fantastic game, great level of polish, depth, and atmosphere 

Developer

Thanks for playing Kiqa! 

Yes a template default for each day would indeed help with population assignment. And you're spot on for the touch zone issue for the sliders on mobile. We were also worried about the lack of diversity in outcomes after a while, so we set the ramp of the enemies to hopefully overrun the player eventually! To stay on theme, we had to let Rozvir fall, as it was their last stand after all XD

Submitted(+2)

I am blown away with the amount of depth and polish the game has! It already feels like a complete package. 

The atmosphere feels very tense which fits the setting very well. The UI looks sleek and clean. Most of the reviews mentioned this already but having a speed up/skip option for the transitions would be prob beneficial. Also, (this is prob just me) perhaps a little bit of color on the UI would improve navigation more.

Overall, the game is very solid! One of the best games I've played on this jam!

Developer(+1)

Thank you for playing and for your kind words zaapp!

I think you're onto something with the colors. I did try to add some for selected military actions, but i felt like there were room for more of these highlights. On hindsight, even color coding the resources might improve the readibility (yellow for coins, green for food etc.). Great suggestion!!

Submitted(+2)

Well apparently the enemy of Rozvir is excess. I overspent every time -- didn't even make it to the siege. I like the concept -- it would make a great table top game.

Developer

Thanks for playing Psynut! Yes it turned out more like a board game than i had expected!

And some castles do fall from internal strife before any enemy attack; that too is plausible history for Rozvir!

Submitted(+2)

Awesome entry. I like these kinds of games, and this one is an instant favorite of mine.

Developer(+1)

Thank you for playing CGQQL! If we do make a humor game in future, I would love to pick your brain. The opening narrative for yours cracked me up.

Submitted(+2)

I'm glad you mentioned you made a siege game too and I'm glad I checked it out. It's crazy how we both had the same prompt, came up with a siege idea and both are so wildly different. 

I enjoyed playing this, it's my type of game. I like the focus on resource managements and how each piece of the game interacts with each other. My only slight nag would be similar to what someone else mentioned about being able to skip or speed up scenes/text etc. I'm a little impatient with that too lol.

But apart from that I enjoyed playing this, you've managed to make a cool pretty well balanced resource management game in a short amount of time. Congrats! 

Developer

Thanks for playing Alex! Yes I too was amazed with our different interpretation of a siege based game!

Agreed on the speeding up of transitions or providing a way to skip them! Disagree that you are impatient; many have had the same feedback! If anything, thank you for your patience for playing through our entry! Appreciate it!

Viewing comments 40 to 21 of 53 · Next page · Previous page · First page · Last page