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Drac Wars's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #6 | 3.818 | 3.818 |
Story | #8 | 3.364 | 3.364 |
Creativity | #12 | 3.455 | 3.455 |
Overall | #12 | 3.258 | 3.258 |
Horror | #14 | 2.727 | 2.727 |
Theme | #15 | 3.364 | 3.364 |
Presentation | #18 | 2.818 | 2.818 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you choose to implement the Theme: Thirst for Blood in your game?
My game is focused hunting vampires and buying/selling goods to win the vampire war. The vampires crave the blood of the innocent.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
I included vampires as the antagonists.
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Comments
I played a couple of matches. First one died at day 27. Second one I manage to survive with $10 😅 I liked the story and the idea of trading and surviving. I wanted to fight a bit more but I couldn't get any sword so ended up running. Very good initial plot and voice over.
This game turned out well. I set a goal and achieved it rather well. My teammates were very agreeable, talented, and just as fast as I am. I actually consider it one of my best games. Nevertheless, the other comments do make some great points. I always talk about integrating tutorials and this game is lacking that greatly.
Per my son, "It's pretty good, uhh, I don't like that YOU DON'T HAVE TO READ THAT. I like the drawing of the enemy. And umm click click click This is going to be the slowest jam ever. And with that I give the game I made 5/10"
Took me a good bit to understand how to play but I had fun once I got the hand of it. Really wanted to be better than I am at it!
I enjoyed this game, and I'm very impressed by the developer's work. I do think it’s a bit too hard due to the RNG elements and strict time limits, as well as the lack of ability to end the day on a specific tile would require me to spend a day traveling. The market prices rising and falling were really cool for items, but I didn’t see any use in buying them since there were no active cues to use them or any hint of them affecting events other than being robbed. The hand-drawn art assets were cool, especially with the vampire designs and MC’s changing health.
On a mechanical note, I am really impressed by this game. It was developed in one of the shortest (if not the shortest) amounts of time in the jam, and has a lot of complicated things going on. There are battles (my most enjoyed gameplay), market rising-falling, inventory management, random events, the CYOA in the castle (another favorite aspect of the game), health and healing management, weapon values, map mobility, and time management. Further, music and art details were also included to really round out the game, and I actually really liked the music.
I think this stands on its own as a fun hardcore experience for those who like it. I believe the developers could do more with this core concept if they wished, as there's definitely some blood put into this already, but the game is solid as is.
I liked the mechanics and that you threw in a leader board. It was a nice touch. It might need a bit more of an explanation on how the actual game play works for people who don't play these kind of games often. It took me a hot second to figure out how to sell things and a bit longer to figure out how time progressed.
You really got me excited by the letter from Jonathan at the beginning. Sadly the gameplay made me bounce off of it. It was very clear what I had to do and even after I took the 1000 loan I couldn't purchase a single weapon :(