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Call of the Void's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #1 | 4.333 | 4.333 |
Mood | #1 | 4.333 | 4.333 |
Theme | #1 | 4.333 | 4.333 |
Overall | #1 | 4.167 | 4.167 |
Fun | #2 | 3.500 | 3.500 |
Graphics | #2 | 3.167 | 3.167 |
Humor | #3 | 2.500 | 2.500 |
Audio | #4 | 2.333 | 2.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Call of the void is truly an experience and of all the entries, it has the right to call itself a game on it's own right. Not only does the multiple endings add replay value, but also the option to randomize the cast classes. The game makes great use of both themes to play into this, the main character has an unusual tome that is more powerful the more you lose allies, and everyone starts with no equipment so you have to take your time to set them up before the battle. The equipment is certainly where a good part of the strategy of the game is at is biggest, some items are simple +2 Def, +3 Str, the usual, but others give you powerful tools, like an item that gives Capture, Canter, or even Vantage... you know I just have to had them all. But this powerful tools have a heavy price, the map is really tight and difficult, I don't know if is possible to beat the map with nobody dying... if it is I leave that challenge to someone else, because I could only beat the map by sacrificing a good chunk of my allies and abusing the Vantage item. But really, this map is punishing and terrain seems to consume a lot of Mv because just the forest around makes traversing the map hard. Graphically the game makes good use of the McMagister tileset, and has a really cool opening scene. Outside of that and one small portrait edit, the graphics and music are the good old classic RTP of SRPG Studio. But that is compensated with a incredible story, while short, and a bit predicable due to the nature of our weapon, it amazes me how much it seems to be happening behind the scenes of what we are shown, making this certainly feel like just a slice in time of a bigger world full of characters. Overall a really good entry that gives a lot of replay value and challenge for 1 map, with a story that was a pleasure to get into. Certainly a great follow up to Slenderquil's previous work.
- It's a cool concept, although I find that the difficulty is too punishing. If you don't want to do a randomized run, there's only "normal" difficulty... and on normal difficulty, it's too difficult to beat the fight without losing anyone, especially given typical Fire Emblem 1 RN shenanigans. On the other hand, getting the C ending is way too easy because of how absurdly powerful Anima can become. There's too much of a disparity in difficulty when it comes to the different endings. QoL could've used some work, too. Why is the "load" command not enabled? You'll have to do a boatload of save scumming to achieve the A ending, so why not allow players to load in-battle? Instead, I have to tediously exit the game and then reboot it. Cutscenes are not skippable, so starting a new game is more tedious than it needs to be.
- Extremely cool hook with the weapon's death gimmick and a handful of optional objectives had me replay the level multiple times. The preparation section is lengthy and exhausting but offers lots of neat options. When I wasn't soloing with vantage the level was surprisingly thoughtful - it's a rare jam game that has me doing mental math this much without wearing me out. The story is delightfully creepy too. Very cool ideas and implementation.
- I will confess that I did not really play your game. You gave me an infinite durability tome that gets 20+ MGT and an auto-vantage item. I hope you can extrapolate what my strategy was from here. It was a little weird when everyone congratulated our MC for her flawless and clean victory. I think I may have experienced a mild sequence break. The BBEG spawned before night, I killed him and then went to the church but I couldn't do anything there. Then night fell and the protagonist said something about needing to fight the BBEG without any help. I would be interested to see more of these characters, the writing was charming enough though I didn't quite understand the whole cliff jumping thing which had mild Fates vibes to it. I think there's something about the set up villain being an intermediary foe before the BBEG. This makes it so you're more motivated for the henchman than the boss.
- I really like this project. Love the writing, usage of charchip for scenes, and the mechanics. I think the combat balancing could use work. It's pretty easy to lose a lot of characters too quickly or not have much options when you do fight a strong enemy. I like the protagonist mechanic where the tome get stronger for each of your dead allies though. Great job!
Expected Duration
45-60 minutes per playthrough.
Did you felt inspired by the Themes?
Yup
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This is how good I think the game is