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Vampire Survivn't's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2994 | 2.688 | 2.688 |
Presentation | #3235 | 2.828 | 2.828 |
Overall | #3315 | 2.803 | 2.803 |
Creativity | #3497 | 2.892 | 2.892 |
Ranked from 93 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
We reversed the roles of vampires survivors.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Your game truly captured the essence of the inverse theme. The graphics were remarkable, and playing as the enemy provided an exciting and immersive gameplay adventure. I thoroughly enjoyed it!
Thank you for the feedback. I'm glad you enjoyed it.
Your game truly captured the essence of the inverse theme. The graphics were remarkable, and playing as the enemy provided an exciting and immersive gameplay adventure. I thoroughly enjoyed it!
Thank you for the feedback. I'm glad you enjoyed it.
i enjoyed the game its very simple and fun. i didnt understand how the roles were reversed though.
Thanks for taking the time to play and review our game. I'm glad you enjoyed it. In Vampire Survivors you are the hero (the guy in the middle of the screen here) and hordes of enemies charge at you in waves. We reversed the roles the Hero now is enemy and you are in charge of sending the hordes to take it down.
I see. Great idea.
The chess pieces feel really slow in comparison to the character. I bought like 10000 pawns but barely saw any. But overall I think this game has potential. Maybe make it so you can see the entire map at the same time rather than following character? Also being able to choose where the units go
Thanks for taking time play and review our game. And yea pawns are definitely quite slow compared to the hero so they might have trouble catching up to him if he's moving. Those are some nice suggestions btw. Would definitely consider them. Say if we were to turn it into a full game then what other stuff would you like to see added in the game?
Thanks for the feedback :)
Lovely artstyle, I haven't played vampire survivors so I don't know exactly how the roles were reversed, but fun game anyway!
Thanks. I'm glad you loved the art. In Vampire Survivors you are the hero (the guy in the middle of the screen here) and hordes of enemies charge at you in waves. We reversed the roles the Hero now is enemy and you are in charge of sending the hordes to take it down.
Really liked the idea :D Cool concept and I love the use of chess figures :-)
Thanks for the feedback. I'm glad you liked it ^^
Your game truly captured the essence of the inverse theme. The graphics were remarkable, and playing as the enemy provided an exciting and immersive gameplay adventure. I thoroughly enjoyed it!
Thank you for the feedback. I'm glad you enjoyed it.
The 2d in a 3d world is a nice aestetic
Thank youuu ^^
Had some trouble figuring out I was supposed to press the charge button at first haha. But damn my Queen really fucked him up.
Ahaha I'll add UX improvement to the list of potential future updates. And yes queen is for sure OP ":D but will be balanced out in the future though if we plan to make it into a full game.
Thanks for feedback btw :)
It would be nice if the player would upgrade in some ways wich then also would let you receive more money so you can trow more stuff at him :D only as an idea.
Good base for a future game!
That's a nice suggestion. Player upgrades were a part of our early game plan but couldn't be implemented because of the time constraint. Do you have other ideas you would like to see implemented if we were make in into a full game in the future?
Thank you for the feedback :)
Actually fun game where you make an army to get the 'Player'. With some polish and balancing it could be a full game.
Thanks for the review. I'm glad you enjoyed it. And yes it definitely needs a lot of polishing and balancing among other things.
Again, thanks for the feedback :)
This is a great take on the theme! It's a great submission for a 48-hour game jam.
I'm glad you liked it. Thank you for taking the time to play our game. And thanks for the feedback :)
Really fun game, the queen is really strong though :D
Thanks for the feedback. Yup queen definitely is OP here. Some balancing is definitely required ":D
Small but fun resource management game. Unfortunately, the hero's movement was a little frustrating. At the end of the game he got stuck in a corner and died, it didn't feel fair. I would have found a little more meta progress more engaging. Like upgrading units, or unlocking new units. Still, I think the game is pretty good.
Thanks for taking the time to play and review our game. And yes, the hero's movement definitely has some issues but it will surely be improved if the game were to go beyond the prototype stage. Meta progress was also in plan but we ran outta time "^^. Might I ask what other stuff would you like to see added to the game if we were to make it into a full game?
Again, thanks for the feedback :)
Cute little game! I really wanted to see some aspects of resource management, but given the time constraints, good job nonetheless!
Thank youuu. Yup resource management would definitely be a nice addition. Do you have other other stuff in mind that you'd like to see in the game?
Thanks for the feedback :)
Enjoyable game !
Thanks a lot ^^
Game was nice to play. As it, the choice of our units did not seems to be impactful. I think, some other way to get Vigor could help (like some farmers that product wine to gain vigor, but those farmers are killed by the vampire) . A perspective view like in screenshot could be nice too.
Great job for this short amount of time.
I'm glad you liked the game. Those are some nice lore elements some you mentioned. Would definitely consider adding them in. Also, what other stuff would you like to see in the game if we were to make it into a full game?
Thanks for the feedback :)
I think the Enemy must attack you, otherwise you do not have any reason to just wait until you got a strong army. Not interesting at all.
So perhaps have predefined building attacked by the Enemy. That you must defend/repair otherwise you loose.
Your income could depend on time and those building using some multiplier.
Of course balance and diversify troops with melee, range, high fire rate/ low power, low fire rate/high power, etc...
Enemy must defend it-self with some diversify attacks, that it he overtime.
Lots of bullets.
Lots of polish (particles ands sound effects, screen shake, etc...)
Multiple maps leading to different strategies, with an enemy that increase in power at each level.
Ah yes, the enemy for sure needs a reason to attack, something that we completely overlooked ":D Having something to defend seems like a nice idea. Guess we gotta borrow some elements from the tower-defense genre. Diverse player units with upgrades for both player units and enemy would be a great addition. "Lots of bullets." Love the sound of that :D Multiple maps would be a great addition as well. The suggestion about income generation is also interesting, I'm thinking there should be some more factors affecting it along with the ones you mentioned. Thanks a lot for all the great suggestions. Really appreciate it :)
Watching my army wail on the hero was fun and the presentation was really great! However I didn't feel as though my input had much to do with my success. More ways to influence the economy or more variation to unit types so that I can choose a more deliberate strategy would help flesh the prototype out into something great. :)
Thank you for the feedback. I'm glad you enjoyed it. And those are some pretty neat suggestions, thanks for those as well. If you got the time, I'd like to know what other things would you be interested in seeing in this game if it goes beyond the prototype stage?
I like the overall game, mechanics and gameplay is also very good.
Thanks for the feedback. I'm glad you enjoyed it :)
The buildup was dubious, but watching the little army take down the raid boss (hero) was quite satisfying at the end in full screen. I think this could really be a full idea in the making, great prototype!
Thanks man. I'm glad you enjoyed it. Just a small question though if you got the time, if we're to make it into a full game, what kinda additions would you like to see in the game?
Again, thanks for the feedback :)
For some more interactions, maybe instead of sending "waves" that generate their intial positions off-screen randomly, maybe you could draw a line or something and units spawn along that line. I like the way it looks and feels aesthetically, I think maybe it just needs some more interaction. If not line-drawing to spawn enemies, maybe placing some deployables or something, traps, turrets, etc.
mockup attached for "line drawing mechanic" hopefully it's self-explanatory.
The line drawing mechanic looks quite interesting. I'm imagining it might end up being quite a fun element. Traps and turrets could also be a nice addition. Thanks for taking time to help us out man. And brother I gotta appreciate your enthusiasm for helping us out, you went ahead and even created a mockup. Really appreciate that my guy, it clarified the line-drawing mechanic quite nicely. Thanks again for your efforts and for helping us out :)
There's a danger in asking me for feedback :D
Whatever you end up doing with it, I think it's good work and I wish you luck on your future endeavors!