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A jam submission

Worship in BloodView project page

Have a good Death!
Submitted by Erfeo (@_Erfeo_) — 13 minutes, 51 seconds before the deadline
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Worship in Blood's itch.io page

Results

CriteriaRankScore*Raw Score
Design#93.4073.500
Adherence to the Theme#152.7042.778
Overall#152.9563.037
Originality#192.7582.833

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

Definitely wore the influences on its sleeve, but that’s totally cool, my game is literally Star Wars, lol.

I think there’s more that could’ve been done, and if you were allowed a different format approach than the three-column, bold heading one we were given, this could’ve been a show stopper.

Submitted(+2)

Punching people in the face as a group is always fun -- like some sort of... Team based Killing event =D

Submitted(+1)

This is clearly inspired by the 8 cult from the IPs owned by those particularly litigious fellows in the industry, and seems to thematically resemble a game that rhymes with 'war'-chosen. Granted, 48:10 is also about cultists killing each other, so I can't throw too much shade, call this a wink and a nod. The varying usage of Model vs Unit should probably be made more explicit in regards to carrion, it confused me on my first read through. Actually, the initial bit about assembling the Bloodband in the section on Units should probably be duplicated in the section on The Bloodbands under Preparation.  Note: "Unless the model is adjacent to the Bloodfont", would be much better formatted as: "*If* the model is adjacent to the Bloodfont". I like how when moving carrion, only one measured move is required, with the rest just moved to be adjacent. If I recall correctly, a similar system is used in Star Wars Legion, though I've never played it. I also think there should be more things that interact with the Bloodfount, it seems like a missed opportunity.

I don't know if I can call this the most original game, as it doesn't really do anything novel, particularly given it's similarity to my own entry. That said, it's a well assembled set of rules, with a design that fits the game's theme pretty tightly. I appreciate the addition of campaign rules, however simple they might be. In general the unit variety is pretty good as well. The Blood tokens are similar to Devotion in 48:10, though unlike Devotion, they can't be spent on things during the battle itself which is one fewer decision point. How well does this game fit the Jam's theme though? The Blood Tokens feed into rewarding players for killing other player's models, which is pretty standard, but not being able to collect unless units die during the battle isn't and changes the dynamics as well, with when and how a character dies driving failure rather than a simple survival binary.

Questions:
When ending the battle, do the blood tokens collected by the Aspirant translate 1 to 1 into glory? The exclusion on glory limits on a living Aspirant implies this, but it's not explicitly stated.

The Executioner's flavor text references an axe, while their actual attack is a maul?

The Hunter's skinning knife should also note "Normally: 6+", make the bonus against downed foes a little more obvious.

Is the panic inflicted by the Fire witch meant to be routing?

Developer

ha! yeah, I just read your submission. Great minds think alike, I guess. A to your questions, yeah you're right those are mistakes.

Submitted(+1)

Love the mood board, reminds me of "Little WarCry" :)

Could you tell me a bit more about your thoughts on Redesigning Failure? I didn't see a lot of that on a cursory glance. 

Developer

So the idea is that you only get limited glory points when your Named Fighters survive. This means simply getting a lot kills is not enough and getting killed can be a positive,

Also when your Carrion routs it becomes an opportunity for more points because you can kill them yourself.

Submitted

Ah, so sorta like the classic One Page Kill Team campaign mode