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Necromanciel's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #5 | 2.889 | 2.889 |
Use of Mutators | #6 | 2.889 | 2.889 |
Overall | #6 | 2.833 | 2.833 |
Use of Theme | #7 | 3.444 | 3.444 |
Polish | #8 | 2.444 | 2.444 |
Enjoyment | #10 | 2.444 | 2.444 |
Visuals | #10 | 2.889 | 2.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you implement the theme?
in a world of evil necromancers, my player is a necromancer that puts the dead back to rest.
How did you implement the mutator(s)?
My Mutator: Stone Cold - like a pebble on the bottom of the river styx.
Many attacks deal "Cold Damage" to my player. as does times in the river levels. The characters own magic spells sap their heat.
When they run out of heat, they begin to lose life. when they run out of that, they die.
Content warnings, if any.
None
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Comments
Helloo
I like the idea, I think the game is quite nice.
But there are some things that I think might make the experience nicer (at least for me)
I found that dialogues are often shown on top of each other, which makes it harder to read either.
You also get dialogues when the enemy is attacking which means you must read. click next, attack, and not get attacked at the same time
I also think the hit boxes on the enemies where a bit too small which felt a bit too frustrating.
In the end, there are a lot of enemies you have to fight at once and all of them seem to be able to attack you when you can't hit any of them for some reason, which felt a bit frustrating
I like the art, the idea, and the story. And I'd love to see more but also some of the changes by me and the others would be nice to address.
During my second playthrough ( on my first time I walked back to the instructor, and left as soon as he said leave, assuming there was going to be another level outside, then hit replay wanting to see if there was something I missed) as soon as I come back from the second part of the tutorial walking the spirit back, all the enemies spawn on top of me in the training room before I can go talk to the instructor which
All in all, I like the concept, good job!
I didnt think about how the delay would work on a zecond playthrough, that's a great point. I'll have to address that.
I was hoping to make more game outside, but with the time constraints I had to stop short. I agree that the combat system needs fine tuning. To be honest, I've never really been able to get that kind of a system to feel right 😅. I agree the dialogue system needs some work. I spent an entire day debugging it during the jam, and didnt want to mess with it, incase i re-broke it.
Are you saying you fought all the zkeletons before finishing the demo? Because the intent is that you can't beat them. I wanted to make the player feel overwhelmed, and need to run away.
Thank you so much for playing the game (twice!) and the feedback!
I liked the dialogue and the music in the beginning. The idea of following family tradition and following the dead into the Death was interesting! Sadly I couldn't get the spacebar working to move into the Death so my game was cut short. With some refining/fixing bugs, I think it could be a nice game.
Thank you for letting me know! I fixed the issue, if you would like to try again. I think the next phase is the most fun part!
I tried again. Now there was new sound effects I think, a nice add. I think the kill-burn combo is good mechanic but the controls didn't work very well. I couldn't use my sword. It worked maybe 1 out of 5 times or less when I pressed R. EDIT. Ok now I got to the Death-part. It is kinda cool place - and cold. I didn't actually know what to do in this part. There was some nicely written instructions but they didn't help me at least. I tried to make them follow me to the gap in the ice wall.. don't know if that was the idea.
thank you so much for trying it again. you had the right idea in the death part. just getting them to cross that is all that was needed (although you can actually just return to Life anyway). as for the sword - i had a timer on the attack. it was supposed to be one second, but is more like 5 in the web build for some reason.
Thank you for the feedback!