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Rise of Icarus's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #3 | 4.379 | 4.379 |
Originality | #7 | 4.207 | 4.207 |
Audio | #19 | 3.552 | 3.552 |
Overall | #31 | 3.448 | 3.448 |
Theme | #47 | 3.552 | 3.552 |
Controls | #61 | 3.000 | 3.000 |
Fun | #75 | 2.793 | 2.793 |
Accessibility | #81 | 2.655 | 2.655 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.1
Wildcards Used
Here comes the sun, Betrayal
Game Description
Icarus is still not listening to his father and trying to reach the sun.
How does your game tie into the theme?
Icarus attempts to escape from Hell.
Source(s)
N/A
Discord Username(s)
ee0pdt, glockenberg, hiro0634, justaguyjustaguy, rtleone, xandruher
Participation Level (GWJ Only)
8
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Comments
I'll be honest I had not the faintest notion of what the cinnamon toast I was doing
to be fair, I had exactly the same problem, the first few times I played it and I was on a team that made it!
I encourage people to listen carefully to the audio at the start to get the instructions, and once you get the idea of the game, it’s actually quite compelling.
thanks for playing!
I assure you I pay attention to instructions. I've been known to tell people to do that myself. I still didn't know what the goal was, or where exactly I was supposed to click. I could probably get into the mechanics if I had a sense of direction.
Nice entry, the game is polished, the atmosphere is successful, the theme is respected. At first the game is not very understandable in terms of the user interface. All that's missing is a little tutorial!
Great work, congrats to the team :)
For information on the web version (each time I tried) the game systematically blocks after doing the first action "kill" or "bribe".
Thank you for playing and for your feedback!
Okay this looks really great. I enjoyed the gameplay itself. Though, for some reason I was able to enjoy in only on third time, because on my 2 first tries I think I got soft locked somehow and after ending a turn I was not able to continue, clicked on everything on the screen but nothing happened. Anyway it does not matter that much, the idea is great, love the voice acting and all the sound design, it even feels tactile, amazing feeling when you just hover the cursor over items.
Thank you for playing. I suspect your soft lock was on web version ? Happy to hear you enjoyed the game enough to get pass the bug.
Yeah yeah on web version, sorry forgot to mention. At first it happened after killing the first enemy, and second time I think I was not able to do anything from the start.
Very fascinating game. The art and sound are amazing. The mechanics are very unique, but I didn't quite understand whether I was progressing or not.
Thank you for playing! We will be adding some fixes to address the issue in post-jam.
As others have said, I was confused about the progression and how different actions I took would affect me later. The vibe, art, and audio were all solid, but the gameplay itself left me feeling like I was just clicking repeatedly and waiting for things to light up.
Still a lot to like here though, and obviously an interesting direction. Nice job!
This is one of the best overall graphics in this jam IMO, the spinning background and the monsters art are really good. I played a lot of card game myself, since there is no in game tutorial I took my time to read the description eventually I figure out. One thing it wasn't very clear to me was how to progress the game, the number on the top left corner stuck at 6 no matter how many monsters I kill, I just assumed that number represent how many monsters left, but it wasn't going down. Would definitely play this if you continue to work on this after the jam. Really good game!
Thank you very much for the compliment. You are correct, we are thinking about tutorial and ways to convey progression. It is counter intuitive that Killing simply discards but does not contribute to progress, we need to communicate goals better.
Very nice grapichs and animations, was surprised to hear voice!
Managed to beat the game in the third time:) It's unintuitive that game offers trades but because of them you'll end up with very unbalanced vase like all gold, red and 1 or 2 green and others. I got in a situation where I bribed all of them but didn't have items to continue and... Closed vase, enemies returned in deck. Trades are a trap here:) Got much farther by letting curse myself. I got a curse item but 1-2 green, red ones too.
Also would be great to highlight interactive objects like a vase when mouse hovers. Add a way to know how much items are in the vase right now (not remembering it). And later include a help picture in the game itself.
And progress in the game was unintiutive too. How am I close? How many more enemies I need to go through?
Thank you for playing. You are absolutely correct, we need to balance the trades and add a quick view of the vase content. Idem with progress, we are thinking about ways to make that experience better.
Thanks for playing our game and glad you liked the animations :)
Loved the visuals and voice acting, but I echo the onboarding statements that other comments have said!
Also I don't know if I missed something but once the narrator said that I killed my first enemy without it having a chance to attack... I wasn't quite sure how to progress! I clicked everything and nothing happened. Played on Safari!
Thank you for playing. Web on Mac is a gamble. I am on MacOs myself and I recommend playing local. There is a game breaking bug we are aware of on web, sorry this ruined your playthrough
Cool project, the art looks amazing! I'd suggest adding a quick tutorial or tutorial round to explain some of the basics (voice-over was helpful, but something indicating where to click to end the pull could help with first time players). Would also be cool if we progressed through the tunnel as we progress in the game, or have some sort of indication. The number of monsters increases but it's hard to tell when we're getting close to the next phase. Fun game that fits well within the jam and has some interesting mechanics :)
I was really impressed with this game! I enjoyed the deck building mechanics, theme, and art style. I loved the coins and that I could click them to make them spin.
I would have liked to some sort of progression meter, or way of telling how close I was to the ending. I think the instructions were really great, but I think the game could have benefited from an early tutorial level.
Really nice work! I'd love to see you continue to work on this.
Really enjoyed your project. You can tell you've put massive amount of work into it. I'm a big fan of the music and delicate wing woosh sound effects.
I had to die 2-3 times to understand the overall mechanic.
I couldn't close vase on web version.
I loved the artstyle and the inspiration from Greek mythology. The game has a very cool gameplay, but I wished it was explained better. In detail, I wasn't able to visualize a strategy to gather the necessary tokens to escape. I tried bribing many times, but in the end I never had the resources to trade with them without taking too much damage. Maybe I'm missing something. A part from that, I feel like this game would be a hit if expanded upon. It gave me the vibes of Slay The Spire. Very good job and congrats for the awesome idea!
Thanks a lot for playing! We will do our best to find fixes and better explain the particularity of Bag builder / push-your-luck. Those are niche genre in video game and we should have been better at explaining. Very glad you enjoyed.
Its nice to see deckbuilders, art was cool and mythology was a nice touch.
But, didn't understand the goal or how far from the goal I was. UX could be better too.
What's the difference between bribe and kill? Didn't seem to have any different effects. My strategy was click the vase until one of the colored lanes in the card brightens up, repeat until dead.
well you make some very good points there. We did include the voice over at the beginning to try and guide the user a little bit with some of them more basic elements, but we didn’t really get onto how you actually complete the game.
So the difference between trade and kill is it if you kill a card that removes its attack effect for that round and gives you health, but if you bribe it, not only does that remove the attack effect, but it also lets you trade with that creature when it returns again in future.
In fact, the trading is an absolute crucial part of the game because to get past the Sun gate you will need four of each counter and you do not have four of each each counter in the bag, so you need to trade in order to build up the tokens that you will need to defeat this gate and the later boss enemies.
Very original and interesting game! I wish I could've seen the tokens in the bag. Also, the constant spinning was a bit dizzying. Thank you for sharing!
Thank you for playing!
Very fun and polished game! Loved the idea of a deck building where you're fighting cards instead of playing them (Although I do guess bribing a card is "playing" it, hehe)
Alot of thought went into this, the art both 2d and 3s is super cool, and whilst being different offers an overall very visually cohesive experience! I wish there was a way to see the token inventory other than having to take all the pieces out (maybe I just didn't see it) but other than that I really enjoyed this game! Really want to see an update of this game if it is in the plans!
Thanks a lot for playing ,glad you enjoyed :) This game is both a Bag builder and card game, you are correct about that. Usually in tabletop bag builder you do not look inside the bag, but since this game as many rounds that feedback has a lot of truth to it. Hopefully a post jam update if the team members schedules allows for it
this is a pretty nice game, only lacking in clarity and balance. it’s not clear what the goal is towards the end, and I found that the game drags on for too long while fumbling around after the sun gate. there’s a brief voice line that says something about killing someone, but good luck after that lol.
it’s hard to have a strategy because of three glaring problems (all solved by meta-knowledge that is unreasonable to burden the player with):
on my first attempt, I ended up without any green tokens towards the end, and no way to get any new green tokens as the deck seemed to cycle through the same trade offers repeatedly… and the enemy I think I needed to kill required green tokens.
on my second attempt, I was careful to keep a few of every token by not trading much at all. I eventually realized who I needed to kill (hint: it’s the enemies with lots of tokens on them), and I won on that attempt with nearly 100 hp left.
in the end, the game has a lot of interesting mechanics, but they don’t work together very well. it seems like the best way to win is to keep killing everyone, and only bribe if it saves you from being cursed — preventing additional cursed tokens from being added to the vase is the primary priority, and not much else seems to matter. I like the mechanics in concept, especially the push-your-luck betrayal, so it’s a shame that the dominant strategy is to avoid interacting with everything. the game just needs more playtesting and tuning… and a way to turn off the spinning background.
Thank you for playing, twice ! I am glad you find the concept interesting. Your feedbacks are very appreciated, and very true :) The imbalance in colors trade can lead to an unfortunate softlock of sorts. We hopefully will be rebalancing and play-testing for post jam.
That’s a great review, you have nailed all the main pros and cons in the game. Thanks for taking time to play and review.
First playthrough seemed to softlock after the first encounter (I bribed them). I seemed to be unable to click on the urn after that? Maybe I wasn't clicking it right. After I refreshed the page, I had no trouble.
I love how the voiceover introduces the mechanics! The game was simple to understand. Love the 3D animation!! The background gave me a bit of dizziness from the rotation, but it was so cool looking!! Really interesting camera perspective. The whole artistic direction and aesthetic is fantastic.
I played for a while and got through quite a few foes, but I never felt a sense of progression. Was I supposed to be getting closer to the sun? It seemed like I was stuck in the same spot, unable to progress whether I killed, bribed or traded.
Overall excellent and polished game, easy to learn how to play, but then unfortunately a bit elusive to figure out how to actually win. Love all the little details, like the way the tokens animate in different ways when you click them. Love the little faces each one has too. Icarus's flying animation was top-notch. The UI elements were very interesting! There were no simple buttons — every object had a purpose. Very cool game!
Thanks a lot for playing and glad you enjoyed both game design and art direction :)
There are 2 steps to progress. 1. kill the Sun Gate card ( 4x of a kind ), once that is done 2. Kill all 3 Boss cards mixed in the deck.
Thanks for playing our game and glad you liked the animations :)
I had quite some difficulty trying to figure out how to make this work. Perhaps it was just my own inability, but I also didn't get any sound, and I'm wondering if I missed too much based on that - not going to rate it for that reason. But it's very, very cool otherwise!
hey, out of interest which version did you play, which OS?
Web.
cool idea, you've managed to include the sun mechanic pretty well! :) the graphics and the voice-over were pretty nice, and I enjoyed playing this - it felt pretty polished. I was not sure about the goal though, so I was not sure which tokens to trade and which enemies to kill. As suggested below, it might help to know the contents of your vase without having to draw them all at once.
Thanks for playing! Yeah as one of the team working on this it took me a few plays myself to understand the strategy. I’m guessing like me you’ve not played a ‘bag builder’ game before. Basically there’s a lot of trading required to get extra chips to add to the bag (vase) to open the sun gate. The other element is knowing when to ‘gamble’ and pull more chips, and when to ‘stick’ and pass. I still haven’t be able to win yet!
Really cool concept and pretty well executed. I was a little worried at the end that I wouldn't be able to trade for the last tokens I needed. Some way to keep track of what is in your vase would be nice, too :)
Had a great time with it, though!