First of all, thank you for the continuous support! Secondly, my apologies for dropping the development without further notice. This was my first project and to be frank, there were a lot of optimization issues that need fixing, I did get to some of them but a massive overhaul is still needed. For that reason I decided to put the project on-hold so I could focus on other games.
I released two other projects after Crucesignatus which might be of interest to you, you can check them out on my profile page!
SAW MANKLER
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Scope was definitely my main concern when I started the jam, I wanted something that I knew for sure I could manage in a short time frame (I actually only had week to work on this game!). So I'm glad to see it recognized with this comment, along with the visual polish with was for sure my main priority and the whole score-attack attack concept which you've also mentioned :D
I thought that running in different directions would make it harder to spot when victims escape, but the idea of a chain reaction is for sure something that could be added to the game further down the line.
It sort of already happens accidentally with a higher crowd density but a specific mechanic for it would be a real nice touch I believe. Thank you for that suggestion!
This is great feedback. I think that some more level decoration would go a long way into improving the overall atmosphere and would also allow me to create more varied levels for the game, so I agree it's definitely something to consider!
And yeah, the difficulty increase as user error was intender for sure so I'm glad you appreciated it as well :)
Wow that is a crazy amount of content for a game jam. This is fully realized experience through and through. You did an amazing job with the writing and world building, each character felt real, memorable and unique. I love the whole investigation setup and getting to know each suspect more every day. Also I was touched by the message in the end. A truly thought-provoking and very fulfilling experience.
As Acerola himself said, this is phenomenal work and you should indeed be very proud, this is one of the highlight of the jam for me. Thank you for bringing this piece of content to the world and good luck on your midterms!
Thank you for such an in-depth comment, I'm very flattered!
You are correct about the civilians spawning, so there's a bit of a race against time to kill as many people as you can as quickly as possible before it starts getting too crowded.
Also I'm glad you appreciate the delay when killing, it's definitely an intentional choice to balance out the game. The rage mode is a fantastic idea and I do agree that something like it could help out a lot in that sense of slowness some people have mentioned. I actually had similar ideas to what you said but in the end I just ran out of time before I could implement any of it lol
Happy to hear you had so much fun playing!
Wow ok 93 is definitely a new record, congratulations! You are a menace lol. Highest I've gotten was 59 and I was struggling.
And thank you for playing, I appreciate the feedback. The slower pace was intentional but I see a lot of people wish it worked a bit different so it's definitely something for me to consider.
Wow this was just a delight to play the whole way through. Absolutely perfect atmosphere and a perfect setup for a larger story to be told.
I love the dark vibe and all of the colorful character we meet. Though we barely interact with them I already see a lot of potential for whatever comes next (please tell me there will be more lol).
The amount of polish you presented in this experience is incredible, with so many illustrations and sfx that really enrich the whole thing. Awesome work, congrats!
I like how the card flips every round, making it so that you basically need to build two decks at once and balance out the enemies with the buffs and attacks. The spike attack animation is definitely my favorite of the bunch but overall the aesthetic is all very nice already.
If you are looking for ideas on how to expand the game after the jam, might I suggest more negative cards other than enemies, like debuffs or something that alters the level with more hazards for example. Something like that could help increase the difficulty a bit.
Also a brief description of how an attack/enemy works when looking at the card could be nice to help new players, and eventually sfx and music would really bring the game to a whole new level.
Also, my cards started going offscreen as I progressed, but that's only because I was playing for so long that they literally couldn't fit anymore lol.
Anyways, this was a great entry for the jam and I see a lot of potential with further updates. I'm excited to see what you do next!
The pixel art is definitely a highlight for me, from the player character to the monsters and even the tileset. You've done a good job with the presentation in that regard. Also I like the idea of showing only what's in your cone of vision, that reminds me of Project Zomboid and I think it's a nice fit here too.
Carrion vibes for sure, but it still feels different enough and is very fun to play.
The monster animation indeed is delightful to watch and I like the upgrade variety. I do wish there was a little bit more balance with some of the upgrades as the eye beam didn't feel as useful as the tentacles for attacking.
Either way, great work!