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Raiders of Mizburgh's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creative use of art assets | #3 | 4.524 | 4.524 |
Overall | #25 | 4.000 | 4.000 |
Overall polish | #81 | 3.810 | 3.810 |
Engagement | #123 | 3.667 | 3.667 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very interesting game and the voice acting is hilarious lol
The game feels really good to play and I'd like to see more from this. Good job on adding polish and giving a very cool idea to it :D
I really like how the loose condition isn't binary. Even if they get to the gem, you can still take them out before they run off with it.
I almost didn't believe you made the game with the provided assets. It's incredible how well put together your art is!
Really great job with the assets. I really like the look and the feel of play is great too.
This summer I have been playing aoe2 a lot again and rediscovering my love for it and this game reminds me of it. So I feel like this game was made just for me :). I would've never thought of stacking the sprites to create an isometric art-style in the way you did, I love it. You get 5 stars for sprites use.
The combat feels really good. Hitting multiple enemies with one swing is great and seeing the ridiculous effect of a level 8 bow is too satisfying. The arc of the arrows looks really cool aswell. The simple white flash when hitting an enemy reminds me of 2D zelda's and is just perfect. You made a great selection for the sfx as well making the hits even more satisfying. Furthermore I think the leveling up was a great addition. Not only does it reward the player every round but it also adds to the replayability, because you can experiment with different types of builds. There are a few tips I have for the combat though. The sword swinging dudes attack too abruptly. The player should be able to predict the enemy's actions so they can react and master the mechanics. Here it felt more like I was waiting for them to swing so I could punish them. The combat devolves into waiting and attacking which I don't like in games. Another thing is that it seems pointless to level up your sword beyond level 3 as you can insta-kill anyone from that point on. Adding more range to the sword might be good, but that can make the player too strong again.
I also have a tiny tiny nitpick about the 'getting hit' animation for the player. The player flashes white when being hit just like the enemies, but the hit would seem a bit more severe if and hard hitting if it was another color like red, the classic panic color.
there also was a glitch were enemies couldn't be bothered to steal the relics. As though the newer waves swore to avenge their fallen warriors and were blinded by rage. But you were already awere of that.
There were a lot of really nice little touches like the spirits leaving the bodies of the fallen enemies. And I liked your voice over and sense of humor. The story is short and reinforces what the player has to do as it should be.
There wasn't really a lot of enemy variaty but I know you couldn't fill the 48 hours and I bet you had many great ideas (like the WOLOLO idea). This game has an incredible amount of polish and is one of my favorite entries in the jam. Goed gedaan!!! oh sorry, my inner dutch dude jumped out again...
Hahah what a unique and quirky game filled with some actual humor. Also man, going for that ISO perspective was a genius idea. Wish you had a better microphone but your voice fit the humor really well. As far as gameplay goes, it was a decent little wave game. Spent a fair bit of time on this one, upgrades were needed towards the later end of the game but I managed to do alright.
The voice acting was pretty nice, I liked it, along with the game's art, the way you decided to use the art, its unique in my opinion. I think this game definitely needs some more interactions rather than having to use the sword and bow (the bow really needs to be buffed). Other than that, great work!
I just switched to the Bow, cause I really liked the Arc that the player shoots. Maybe you could even explore that further? With slower speeds for the arrows, so that you have to more estimate where the enemies will be. The Audio was Kinda glitched on my machine though :< Other than that I spent more time than I would have thought. So, good job!!
I've heard about the audio glitching before. Not sure what causes it yet, but I'll definitely have to take care of it if I make this into a full game. I'd probably also add a little randomness to the arrow speed to get a more satisfying volley. Glad you enjoyed it. Thanks for playing :)
This game is quite fun! Loved the use of assets, the graphic part is super neat. The game's mechanics are also well done. Hitting multiple enemies with one swing of the sword was super satisfying, and the voice over was very funny.
I'd work a bit more on the polishing and adding more variety of enemies. Also I found the Sword way more powerful than the arrows, so the balance there could be improved.
But overall is a pretty good game! Congrats!
Edit: reading other comments seems that maybe I didn't upgrade the bow enough, I'll play it again and give it another chance :)
Oh my god i love the voice acting xD I really liked the game! Very funny
This is a great game! Really like what you did with the asset pack, the colours are very well selected and combined on to the various structures. I liked the humour of it as well. The bow was my favourite weapon, especially when you upgrade it a bit.
Great job!
Simple, but satisfying. I appreciate how you used the artset, especially for the isometric buildings. The gameplay was not too challenging as the enemies are easily kited and by the end of the game don't even try to take the treasure, but the hitsound made it satisfying enough. I found my enjoyment in trying to optimally solve the upgrade system. I wonder- is there any point to upgrading sword past 3, when it oneshots the enemy? I wasn't able to see any. In the end, I found it a bad idea to engage with the melee combat at all; too easy to take damage that can't be healed back. I decided to put all my points into bow, with a dash of speed for kiting. That's when I found I really enjoyed the bow mechanic! I found immense visceral gratification in the core loop of kiting back, firing far away, watching 9 arrows soar through the air, and listening to the melodious crunch of a swathe of red guys being wiped off the map. There's even an interesting effect where the inaccuracy of firing far away, originally a restriction, becomes more and more of an asset as you add more arrows to your volley to the point where firing far away becomes far more efficient than firing close to you. If there's any concept to carry forward from this game, it would be that one. Great work!
Thanks, I'm glad you like it!
To answer your questions/concerns:
- Upgrading the sword beyond level 3 is entirely useless. I was planning to add some range to the slash, but didn't get to it in time. The sword is very underpowered compared to the bow because of it. Your point about not being able to heal back is valid. Maybe I should have added some way to heal between waves.
- The fact that the enemies don't go after the treasure at high levels is a bug. I've not yet been able to pinpoint what happens exactly, but I think there's an edge case where if you kill an enemy while it's in a certain state (maybe taking the treasure, maybe running away with it), the treasure doesn't reset properly, and units will ignore it as if it's being carried by someone else. It definitely hurts the gameplay at later levels, so I think I'll try to find the bug after the jam and fix it.
Haha. Very entertaining. Good job on the voice acting!
Thanks! Glad you liked it :)
Lovely intro, nice core mechanic, 3 points of interest instead of one makes it more complex.
Followed the development of this one during the whole gamejam :)
The intro was my fav (" We don't care go die while we have fun dialogue lmao")
i really liked how original the character and map design are.
I'm surprised this game doesn't have more ratings
Great job man^^
Immediate win with the intro and voice acted characters
The music was a bit abhorent and didn't fit with the game, and the gameplay was a bit bland
But again the intro and voice acting makes up for it 4000%
The best wave-based game I seen so far (of submited to this game jam). It'll be cool if you will add some lore and simply expand it's mechanics(more enemies, diffrent weapons, maybe some traps?). I think I'd even buy it if it was a full game. Great job.
Thanks! I had so many ideas for "more", but simply didn't have the time 😁. I'm actually considering making a more fleshed out version after the jam, so thanks for building that confidence. Maybe when I'm done with my current big project.
Great use of the assets, but very hard to win with only the sword xD
Very nice game
Thanks! Yep, I realised too late that the sword is underpowered. 😆
Fun game and fun development with the cut scene, voice acting and the graphics. Great game!
Thank you so much!
Beat it! Really liked the game, it was super polished. I liked the voice acting because it meant I didn't have to read the tutorial.
The bow was really fun to use, I liked the way it arced. It was a clever mechanic how when you aim far away from yourself it turns into an arrow volley and hits an area. I didn't use the sword as much cause it seemed kind of sucky. The damage feedback and animations was really good.
The enemies seemed to only chase me and ignore the objects when I went out of the town, making it very easy to kite them and pick them off with the bow.
I'm very impressed with what you managed to do with the graphics!
Also there were sound glitches during wave 10 when there were many enemies on screen.
Sorry for this unorganized mess of a post, I just wrote whatever came to my mind
Thanks for playing, and the feedback!
I'm assuming you didn't play v1.2, because that addresses the audio glitch and AI issue (it should, anyway... 🙄).
I completely agree that the sword is underpowered. Maybe I should've added some range when upgrading the sword skill.
Thanks again!
I had to quit after wave 9 because sound start to crash Idk why
my submission here but you need to play with your friend it is online https://itch.io/jam/miz-jam-1/rate/735320
Oof, that's not good. Let me see if I can fix that. Thanks for letting me know!
Thanks again for letting me know! I noticed the amount of enemies (and corpses) were becoming a real problem. Now, enemies disappear after 30 seconds. Also, there's only 80 enemies in the last wave. I've improved their AI, so they should still prove quite a challenge :). Please, try it out again, and let me know if there are any issues.