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Blood Moon Rising's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #29 | 3.286 | 3.600 |
Presentation | #69 | 3.104 | 3.400 |
Overall | #71 | 2.876 | 3.150 |
Concept | #86 | 2.739 | 3.000 |
Enjoyment | #89 | 2.373 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1 - Raptor Studios
Software used
GDevelop 5, Pixlr
Use of the limitation
"Blood" is the main tool in combat. You can either use it to deal massive damage or use it to heal yourself
Cookies eaten
5 total - 2 on friday, 2 on saturday, 1 on sunday
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Comments
neat game liked the old nes style graphics. The battle system was done decently just had the issue with if I killed the enemy on my last turn it was able to kill me back so got a double ko not sure if that was the aim for that or not.
The music was nice, art style look unique during a fight (game boy vibes).
I think the movement should be grid-based, like most retro RPGs. I also think that if you were to make this into a full game (and I do believe that it has to potential to be a full game), to make it more polished in art and sound. The sound is kinda meh, but the art is heavily flawed. You had the spirit with an SNES style, but it wasn't executed well. I recommend you study SNES games, and mix the nostalgic feeling of the SNES with modern polish.
I really like the blood mechanic in combat. Took me a minute to understand it, but I really enjoy it.
For critiques, I think there’s too much space in the maps. The player walks relatively slowly and I felt a lot of time was spent walking with not much to look at. Small logic error in your combat system. The enemy still gets one attack in, even after they are dead. Not sure if that’s on purpose but technically doesn’t make “sense”. Could explain it as a last-ditch effort attack or something if you want it mechanic-wise. Also, battle music should stop before the victory theme is played, as it’s hard to hear with two tracks at the same time. No final boss?! That’s the only thing that was missing, would’ve been great if you even had a buffed-up guard.
For recommendations, I’d add a mechanic for the enemies to block. That way there’s some risk to using the all-out attack. Maybe there’s some kind of indicator before the enemy blocks, but I think it would add some complexity. A pause/equipment menu might be nice to see how the levels are progressing.
Overall, I liked the combat a lot. It needs some refinement, but you may want to consider continuing with it. Even if it’s in a totally different theme/genre. The stored-up power from basic attacks is a cool concept and it definitely inspired me. Thanks for your game!