NecroBlood by Little Valhalla

[raw]
made by Little Valhalla for LD 44 (JAM)

Print2.png

Lore

You are a Necromancer that is constantly raided by "Heroes", luckly, you know how to call the dead to protect yourself, but it has a cost, every ritual made for summoning a creature needs a blood sacrifice.

Download or play it on your browser

If you download the game, you will download the * outdated version *

https://littlevalhalla.itch.io/necroblood

Maillist for future updates

Do you want to receive an E-mail notification when we release new versions outside the Ludum Dare? Subscribe it on this link: https://forms.gle/A92VnWk5M3aEGAd17

How it works

Necromancer's Blood

The same HP that commands when you lose is the currency for buying minions.

Characters

Minions

Zombie

You need to have a grave on the floor, when it hits someone that is about to die, this someone have 50% of chances of becoming a zombie. Zombies lose HP over time.

Attack type: Surrounding area.

Swarm Debuff: Yes

Vampire

Fast, but fragile. A Vampire can regen his HP by attacking, doing it will regen a little bit of the necromancer's Blood.

Attack type: Single

Swarm Debuff: No (Single Target)

Skeleton

Slow, Weak and fragile. But cheap! When a Skeleton is not engaged in a battle, it returns to his spawnpoint.

Attack Type: Surrounding area.

Swarm Debuff: Yes

Heroes

Thief

Fast and it can get closer to his target before being detected.

Attack Type: Surrounding area.

Swarm Debuff: Yes

Warrior

Strong, Though and ignores SwarmDebuff. He is a nightmare. (And yes, it will get a little nerfed in the future)

Attack Type: Surrounding area.

Swarm Debuff: No (Imune to SwarmDebuff)

*Swarm Debuff divides your damage by the amount of enemies hit by the attack.

Tricks and Tips

  • Warriors deal a lot of damage to a swarm but takes a lot of time to deal it again, use a cheap unit to trigger the attack and then use all your firepower against it.
  • You can use skeletons to lure your Enemies together near some graves, then raise some zombies while attacking with your other unities.

I Hope you have lots of fun playing this game.

Patch notes

Patch 1.1.1

Bug fixing:

  • HUD:

    • Fixed a bug that didn't affected the visibility of the amount of Blood your necromancer still have; (Numeric representation)
    • Fixed the minimum blood value to 0; (No impact in gameplay, just not to show -5 Blood on the HUD when you died but didn't shown the game over yet)
  • Animation:

    • Fixed a bug that didn't triggered the summoning animation on the necromancer;
    • Fixed most of the bugs that glitched the moving animation. (as detecting and ignoring speed 0 that werent really 0);
    • Fixed a bug that when the mage died he did the dying thief animation.
    • Fixed a bug that prevented the Zombie's attack animation to occur. (He attacked but didn't shown it)
  • Battle:
    • Fixed an issue that allowed the characters to still attack the dead ones (And for vampires, that meant free blood).
    • Fixed a bug that allowed the vampires to pursue enemies that didn't had the chance of coming inside the battlefield.

Balancing:

  • Necromancer:
    • Reduced health regen.
  • Heroes:
    • Warrior:
      • Nerfed damage (Now he is weaker against single enemies and stronger against hordes, as it was intended);
      • Nerfed the HP;
      • Nerfed Agility (Now he is even slower).
    • Thief:
      • Nerfed damage;
      • Buffed Agility (He moves and attacks faster);
      • Nerfed the HP.
      • Reduced blood award for killing it.
  • Summons:
    • Skeleton:
      • Nerfed HP (He was too resilient for a cheap unit);
      • Nerfed Agility;
      • Nerfed Base Attack;
      • He is 25% cheaper (Costed 2Blood now costs 1.5 Blood)
      • Reduced it's cost. (From 3 to 2.5)
    • Vampire: (Now he is usable)
      • Nerfed HP;
      • Buffed Blood drainage (from 10% to 20%);
      • Buffed Blood drain that recovers the Necromancers; (From 5% to Half he get's for himself: 10%)
      • Buffed his agility. (He moves really quickly and attacks quicker as well)
    • Zombie:
      • Increased the amount of Hp it recovers when he kills an enemy;
      • Increased the amount of HP it has;
      • Nerfed his attack damage.
  • Graves:
    • The graves break up 20% faster;
  • Waves:
    • The wave generator now creates waves with similar chances for all the enemies.
    • Fixed a bug that made the first wave being always the same.
    • Balanced the time in between the waves.
  • General:
    • All Fighting times are a little quicker.

Patch 1.1.0

Bugfixes:

  • Necromancer’s maximum blood is now capped.
  • Some engaging on combat issues.

Balancing:

  • Reduced the Necromancer’s blood regen per time.
  • Reduced the amount of life the Zombie regens when it kills someone.
  • Reduced the amount of blood awarded for killing foes.
  • Balanced Skeleton atributes. (He is weaker and slower now)
  • Balanced the amount of blood that the Vampire gives to the Necromancer per hit.

HUD improovement:

  • Added a numerical visualization on the Necromancer’s blood hud.

Ratings

Given 69🗳️ 73🗨️

Feedback

JOZGames
30. Apr 2019 · 00:49 UTC
​Adorei o visual do jogo, só a barra de vida que parece bugada
764hotshot
30. Apr 2019 · 00:53 UTC
a bit unbalanced ![Capture.PNG](///raw/bae/e1/z/23004.png)
Samuel Lee
30. Apr 2019 · 01:58 UTC
Polish it up, get some nice sound effects in there and this might be a fun little mobile game! There are definitely some balance issues, I ended up summoning a ton of vampires and just let that blood bar run high but hey... proof of concept? Not bad! love the sprite work
Shunaky
30. Apr 2019 · 02:15 UTC
We are currently fixing some bugs and balancing the game. Maybe we will cap the Maximum amount of vampires in the future. We had no one working in the audio this time :(
lot9s
30. Apr 2019 · 02:17 UTC
The look & feel of the game is stellar! NecroBlood suits the theme really well too.

For me, the experience could have been improved if there were a stated goal or a wave count in-game (i.e. "Wave 32 incoming"). That way, I would have had a feeling of accomplishment as I continued playing. Also, this is a minor point, but the blood meter seemed to go beyond the screen bounds quite frequently during my playthrough. Maybe it would have been better if the meter were more numerical than graphical?
Kaitlin Quick
30. Apr 2019 · 04:56 UTC
I love the graphics in this! All the sprites look amazing and each one is unique enough to immediately be able to identify what's coming. This is a really nice take on the theme, too. Very well put together all around. Nice work!
shaner421
30. Apr 2019 · 04:59 UTC
I loved the art style! it really made it stand out from the crowd. The gameplay is very good as well. :)
Phyro
30. Apr 2019 · 05:11 UTC
I loved the graphics and I wish I could see the sprites closer, I feel that there are many details I might miss. And I'd suggest any way to speed up and down the game, sometimes we're just waiting for the health bar to fill more and to see any battle result in the map, and these two things are a bit slow at first. Nice gameplay, btw, works like a charm.
zactical
30. Apr 2019 · 05:32 UTC
Loved it! One of my favorites that I have tried, and the most fun gameplay. There were a few visual glitches, and it seemed like the AI got confused at times and wouldn't always move forward? Had an absolute blast with the zombies being contagious. I made it to wave 29 in patch 1.1. As for balancing, after a couple early runs figuring out the game, I basically ignored using vampires. They look amazing but felt the price wasn't worth it. Better to clump up lots of skeletons and then strategically drop zombies to try and get the contagious to spread over a group. When timed right, it clears through big groups quickly as more zombies keep spawning. Incredibly fun mechanic! Could definitely use more visual feedback in terms of waves and how much health and such the entities have. Feels like this is a great beginning to a fully fledged game. Amazing job and thanks so much for creating and sharing!
AyuTazYumi
30. Apr 2019 · 05:36 UTC
Good game with good graphics! It would be great if it was developed further! As previous comments states, the game is a bit one sided and it would be great to know how which waves it is. It would be great if there was audio and sound effects too. Overall it's a good game that is worth developing.
Shunaky
30. Apr 2019 · 05:58 UTC
@jozgames Já arrumamos esses bugs, sem mais HP infinito hahaha
Ionthas
30. Apr 2019 · 05:58 UTC
Nice game! I've liked a lot the graphics in this one. As a possible improvement, you should add small numbers into the different unit boxes so the player knows that they can use the number keys without the need to read the description. Keep up the good work!
Shunaky
30. Apr 2019 · 05:59 UTC
@764hotshot This was due to a Blood bug on the version 1.0, it is fixed now ^^ Thank you for leting us know about that bug
Shunaky
30. Apr 2019 · 06:01 UTC
@samuel-lee Thank you so much for theese words. It is really our Idea to continue with the project, about the sound effects, we didn't had time to do it and we choose not doing weird sound effects on this project just to fill it up, you know, it would break the feeling.
Shunaky
30. Apr 2019 · 06:03 UTC
@lot9s Thank you for your feedback!!

Well, we are planning to give some visual feedback for the player in a future version, about the health meter, it was a bug and you health was actually infinitelly larger than it should be (The actual health)

But it's fixed now, if you want to give it a second try ^^
Shunaky
30. Apr 2019 · 06:04 UTC
@shaner421 Thanks for the feedback! ^^
Shunaky
30. Apr 2019 · 06:05 UTC
@phyro About the sprites proximity, we had to push the camera a little away to fit more unities at once. but maybe in a future version you will be able to zoom in and out.

About the Time speed, we are planing to put a speed up button in a future update.
Shunaky
30. Apr 2019 · 06:10 UTC
@zactical That is awesome to read!!

About the Vampire, we kinda nerfed it way too much in this version, but we are planing to change it completely, and make it work as a blood farmer.

About the confused AI, I'm still trying to find what is causing it to happen, but if it is the mage, it is kinda a feature, because the Mage always try to stay at least 60% of his attack range away from the closest enemy, if he is surrounded, he start to panic

How did you felt about the zombie spread chance? was it too easy or was kinda balanced?

About the skeletons, did they felt overpowered?

Thank you so much for your feedback!!

We are planing to maybe continue with this project, and feedbacks like this are very good to read! ^^
Shunaky
30. Apr 2019 · 06:12 UTC
@ayutazyumi In a future version, you will be able to see the time remaining to the next wave and show which wave are you currently on.

We are still trying to find a Way to make the waves better.

Thanks for your feedback!
Shunaky
30. Apr 2019 · 06:16 UTC
@ionthas Oh, we might actually put that on the game. It would make it easier to know.

Thank you for your feedback!
zactical
30. Apr 2019 · 06:20 UTC
@shunaky I didn't feel the zombie spread chance was too overpowered, and it felt like the game rewarded good timing and placement of zombies. Just popping them on a group of enemies would have the zombie quickly die, but if you protect them with skeletons the zombies can really do some damage. Not sure if the skeletons are overpowered or if it was just compared to the vampires. The fact that they are cheap makes them worth it to me, but is also a source of the fun as you can spam out a lot of them. I will keep an eye on your page for any future updates!
Shunaky
30. Apr 2019 · 06:25 UTC
@zactical Thank you for explaining that. We may try doing something to avoid the skeleton overspamming, or creating an alternative to this strategy

Thank you so much for your feedback!
krasse
30. Apr 2019 · 06:28 UTC
This was pretty fun. Great graphics. Was a bit confusing at first since I thought the graves were the only places where I could spawn stuff :)
PseudoBytes
30. Apr 2019 · 09:00 UTC
Wow it looks... AMAZING! I love the sprites! But it did feel a bit empty without any music and sound effects. Gameplay is also really fun, though a bit slow.
30. Apr 2019 · 10:32 UTC
LOL. We had pretty much the same idea except my game is turn-based and yours is more polished. I Love the art!

Edit: somehow I accidentally published this comment anonymously and I can't change it.
@steambot would be me
Shunaky
30. Apr 2019 · 11:07 UTC
@pseudobytes We are going to make the sounds for a future version, we had no time for making them :(
lucas_vieira-santos
30. Apr 2019 · 17:15 UTC
It fit the theme, and the graphics looked great !. (I think the zombies should live a little longer ;-;)
GabrielNied
30. Apr 2019 · 17:19 UTC
Beautiful art work! Just missed a objective or a goal to reach, but for a 2/3 days work it's neat game!
Nico Fallosch
30. Apr 2019 · 17:27 UTC
Nice artwork!
The game needs a it of balance and some more content and then its a nice game for here and there. Good job!
30. Apr 2019 · 19:07 UTC
I think the blood bar should fill faster in case you make a mistake at the beginning (like me)
Shunaky
30. Apr 2019 · 20:15 UTC
@lucas-vieira-santos The zombies did lived a little longer in an earlier version, but then, when they transform an enemy into a zombie, they just overkill the entire horde. We are looking foward to see how to improove the zombie experience in the game.

@gabrielnied the goal for now is just to survive, in the future it will have more things to do or to worry about.

@nico-fallosch Yeah, we need to fix some balancing issues, but believe me, it was way worse in the version 1.0 hahaha.
We are planing to do plenty of new things for the game, adding a sense of progression is one of them.
grllle
30. Apr 2019 · 20:19 UTC
This one was super hard for me. I can't even survive the first wave of super-sword-soldiers. But i really dig the art style and i'm looking forward playing again because you seem to continue balancing and polishing.
Shunaky
30. Apr 2019 · 22:20 UTC
@grllle yeah, our team is embracing the Idea of continue the development, we will nerf the soldiers because they are a real Nightmare, they are immune to swarm debuff (the description of the game tells, we didn't had time to tell that ingame) and they have a massive damage, the good thing is that they are super slow, they take a loooong time in between attacks. you can try using @zactical strategy, it seems to work just fine.

for now, the vampire is not that great, but it will be changed in the future

thank you for playing the game and for the commentary. ^^
Zanar
01. May 2019 · 15:16 UTC
Really hard, I died at first wave (or maybe I'm just bad at video games x) ). But I like the idea and graphic design.
kamaraum
01. May 2019 · 16:54 UTC
I love the art style and the overall vibe of the game! However, I think a strong soundtrack could definitely help the game. I'm a music producer and sound designer and would love to help you in that regard. Good job!
Shunaky
01. May 2019 · 23:58 UTC
@Zanar We are currently working on balancing issues, it is going to be a little bit easier to play on the begining, but hell to play at later waves.

@kamaraum We didn't had time or people to work with sounds this time, but we will definely put some goos audio on the game in versions outside LD (We can only balance or fix bugs, not create new content)
Shunaky
02. May 2019 · 02:56 UTC
@Zanar @grllle @nico-fallosch @ayutazyumi @samuel-lee @zactical
We Updated the game with some Bug fixes and Balancing.

We changed some values trying to make the game a little bit more easier in the begining, but harder in the end.
Vampires are now more usable and skeletons are more fragile.
The warriors are not that HUGE nightmare as before, but they are still very hard to kill.

As some values were changed, I believe you will need new strategies to survive.

Hope you guys can test it again and check if it is better now ^^
TaqoShaq
02. May 2019 · 03:14 UTC
Looks real good, the pixel art is really nice! The units all separately serve separative purposes, which adds some depth! I had a nice time playing this!
Shunaky
02. May 2019 · 03:19 UTC
@taqoshaq That's really nice to read! We are planning on doing some major Updates outside the Ludum Dare to keep this project running.

We even had created a third enemy, but for a bug he wasn't spawning on the first version, and as fixing it would break the rules(It would change the gameplay), he will be hiding until we release a version outside Ludum Dare:(
Mertios
02. May 2019 · 03:33 UTC
Really nice game! The graphics are excellent, and I'm happy to hear that there will a post jam version. I'm excited to find out what that third enemy type is! Some sound would be nice, though. Excited to see what you make next Ludum Dare!
pcoridan
02. May 2019 · 03:57 UTC
This was amazing! Yeah you do get a little over run and the pathing got a little wack, but I played it for a bit seeing if I could come up with a strategy to win. I could not haha. Loved the dark feel to the pixel art. Keep this up!!!!
LeviDSmith
02. May 2019 · 04:12 UTC
Neat tower defense game. I made it through 10 waves, then got flooded with knights. I liked how the zombies required a grave from a hero to summon. The graphics were really cute. Some sound effects and music would have helped add to the feel of the game.
Shunaky
02. May 2019 · 04:38 UTC
@Zanar @grllle @nico-fallosch @ayutazyumi @samuel-lee @zactical @Mertios @pcoridan
If you guys want to subscribe in our Mail list, we will be sending you more informations when we release another version of the game (Outside the ludum dare)
CarlsonAndPeeters
02. May 2019 · 08:21 UTC
Love the art! Would definitely recommend throwing some music in there, even if its just auto-generated or something like that. Not usually my kind of game, but I managed to make it through 17 waves. More enemies and units would be cool if you expand on it! And thanks for tuning into the stream!
Shunaky
02. May 2019 · 08:35 UTC
@carlsonandpeeters Thanks for the feedback, we are working on big updates, but we can't update things that actually changes the mechanics or add anything new inside here.

If you want, there is a Google Forms link that you will be able to leave your e-mail adress annd we will e-mail you when we release a new build outside the Ludum Dare (With big changes)

About the enemies, it was supposed to have 3 types, but for a bug it didn't spawned the third one on the firt release, and because of the rules, we couldn't fix that specific bug because it would probably count as an addition :(

(The character is fully programmed on the game, just not spawning, we know how to fix it, and we did fix it in our build outside the LD)


Thank you for playing
Rancoud
02. May 2019 · 10:11 UTC
What you can improve:
* add audio
* remove auto HP regenerating
* only vampires can regen your HP by "sucking" enemies
* add enemies which can't be used by vampires for regenerate HP
* add a wave counter somewhere on the screen
* remove pause button
Shunaky
02. May 2019 · 10:14 UTC
@rancoud Thx for the feedback, we are definely gonna look through it
dougLima
02. May 2019 · 15:12 UTC
Love the mood of the game, and the graphics are great! The pixel art is all very polished and consistent (and also pretty cute :P ). The game itself is pretty basic, which is not a bad thing, it does it's job well. However, some sound effects would improve it greatly, as it would let the player know that their spawn are having an effect on enemies, and it would make the killing of a bunch of enemies super satisfying to boot (some particles or numbers would also have this effect). Lots of potential for a nice little game in here! Good job!
Shunaky
02. May 2019 · 15:26 UTC
@douglima Thanks for the feedback, we are planing to do a lot of changes outside the Ludum Dare ^^
icxon
03. May 2019 · 01:49 UTC
Fun tactical game. Love the animations and pace. How much HP do Thief and Warrior have?

Here is my playtest:

https://youtu.be/ghYtZjmGvkM
Shunaky
03. May 2019 · 02:33 UTC
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Default_Values
{
// Common
public const float BaseDetectionRange = 1f; // How far it is detected

// Vampire
public const float Vampire_BaseHP = 2.6f; // HP
public const float Vampire_BaseAgility = 4f; // How fast it moves and attacks
public const float Vampire_BaseAttack = 1.0f; // How much damage it deals
public const float Vampire_BaseViewRange = 3f; // How far it can see
public const float Vampire_BaseAttackRange = .6f; // How far his attack can reach
public const float Vampire_BaseDetectionRange = 1f; // How far it is detected
public const float Vampire_BaseBloodJarCap = 10f; // What is the maximum blood that it can store in the jar (Not implemented yet)
public const float Vampire_BaseBloodRegenPerAttack = .2f; // How much it regen (In % of the attack) [20%]

public const float Vampire_BaseCost = 2.8f; // Blood cost

// Skeleton
public const float Skeleton_BaseHP = 2.5f;
public const float Skeleton_BaseAgility = 1f;
public const float Skeleton_BaseAttack = 1.5f;
public const float Skeleton_BaseViewRange = 2f;
public const float Skeleton_BaseAttackRange = .7f;
public const float Skeleton_BaseDetectionRange = 1f;

public const float Skeleton_BaseCost = 1.5f;

// Zombie
public const float Zombie_BaseHP = 8;
public const float Zombie_BaseAgility = 1.5f;
public const float Zombie_BaseAttack = 2.0f;
public const float Zombie_BaseViewRange = 4;
public const float Zombie_BaseTransformChance = .5f; // What are the chances of the foe turning into a zombie
public const float Zombie_BaseAttackRange = .6f;
public const float Zombie_BaseKillHPRegen = 1f; // How much the zombie regen it's life when he kills a foe
public const float Zombie_BaseDetectionRange = 1f;

public const float Zombie_BaseCost = 1.5f; //old10

// Necromancer
public const float Necromancer_BaseHP = 10;
public const float Necromancer_MaxBlood= 20;

public const float Necromancer_BaseAgility = 0; // No effect on Necromancer
public const float Necromancer_BaseAttack = 0; // No effect on Necromancer
public const float Necromancer_BaseViewRange = 1f; // No effect on Necromancer
public const float Necromancer_BaseAttackRange = 0f; // No effect on Necromancer
public const float Necromancer_BaseDetectionRange = 1f; // No effect on Necromancer

public const float Necromancer_recovertime = 0.4f; // Time for each recover
public const float Necromancer_recoveramount = .1f; // How much for each recover

// Thief
public const float Thief_BaseHP = 3.5f;
public const float Thief_BaseAgility = 3f;
public const float Thief_BaseAttack = .5f;
public const float Thief_BaseViewRange = 2;
public const float Thief_BaseAttackRange = .6f;
public const float Thief_BaseDetectionRange = .6f; // How far it is detected

public const float Thief_KillAward = 1f;

// Warrior
public const float Warrior_BaseHP = 4f; //old15
public const float Warrior_BaseAgility = .5f;
public const float Warrior_BaseAttack = 3f;
public const float Warrior_BaseViewRange = 1.5f;
public const float Warrior_BaseAttackRange = .7f;
public const float Warrior_BaseDetectionRange = 1f;

public const float Warrior_KillAward = 1.5f;
}
Shunaky
03. May 2019 · 02:38 UTC
@icxon You played an outdated version, it was unbalanced, try playing the Online version (It is updated)
we left the Download as the old one just in case we could be disqualified for the balancing.
icxon
03. May 2019 · 03:17 UTC
@shunaky, oh I see, thank you!
paul59
03. May 2019 · 11:07 UTC
Played the post-jam version as I don't use Windows. Seems very slick but surely needs some sound! Nice.
AfroAnt
03. May 2019 · 14:06 UTC
Outstanding job on making your units unique and interesting. They each felt and played like they served disparate roles. With a level setup, I could see this becoming a really fun game in the vein of the original Plants vs Zombies. The graphics were pretty cool, but the death animations were friggin awesome. I wanna see more units just to see how they die lol Good job!
Shunaky
03. May 2019 · 15:20 UTC
@afroant we are currently working on new updates for launching outside the ludum dare. If you want to receive an email notification when it's released you can submit your email address to our Google forms and we will send you the link of the release
Shunaky
03. May 2019 · 15:58 UTC
@paul59 Yeah, we didn't had time for the sounds, but we are working on it for the post jam version.
Oleg Tarusov
03. May 2019 · 16:22 UTC
An engaging gameplay for me, really fun! Like your art!
Rudra Nil Basu
03. May 2019 · 17:21 UTC
Overall, I enjoyed it a lot, the graphics were very well done :) As for improvements, I would've liked a bit of feedback on what was happening in game (like knowing the start and end of waves, or maybe replace the wave mechanics with timer or something if we don't want to shift the attention of the player from the game to a UI), via audio / visual effects, but given the 72 hour time limit, that's expected.
invader
03. May 2019 · 19:36 UTC
First enemy wave was the most scary one, since I figured out how to span when the first enemies were in front of me. That part was a little bit confusing, but after that the gameplay was pretty smooth. A button highlight or hint in the beginning would be very useful for onboarding. You can introduce the dead one-by-one by unlocking them after enemy waves. If you can spawn any of them, it brings more confusion to an unexperienced player.

Once you figured out how to spawn, the game is amazing! Graphics is lovely, there are a lot of content variety and it looks really polished. Good work!
Shunaky
03. May 2019 · 20:10 UTC
@oleg-tarusov Thank's our artist invested a lot of time on them, we are very proud of it ^^

@rudra-nil-basu We will be changing the entire wave mechanic maybe to something driven by the player, but we are still planning how we are going to be working on the game from now.

Yeah, I thought about the timer 3 days after the jam, as the time in between the waves is too short (In the begining), the warriors are too slow and the thieves are too fast, it kinda mesh all the waves together, I see everyone getting confused about the wave counting.

We will definely do something to tell the player how good is he doing.

Thank you very much for the detailed Feedback, @rudra-nil-basu ^^
inkyglow
03. May 2019 · 20:56 UTC
Great game! It's fun to play, and a good level of difficulty. The artwork is really nice too! To make it really polished, it would've been great to have some audio, or at least some music. But apart from that, it's great :smiley:
Shunaky
03. May 2019 · 21:12 UTC
@inkyglow Thanks for the feedback. We didn't have someone dedicated to the audio, the programming and drawings took the entire time, so we choose not to put some low quality sound cz it would not fit to the game after all the work we did on the graphics
Shunaky
03. May 2019 · 21:14 UTC
@invader We did made a info button on each character, but I admit we could have worked on a little tutorial for how to summon and how to battle, there are a lot of hidden values that the player doesn't know (Yet)
Strega
04. May 2019 · 05:05 UTC
Loved the pixel art, very well done. I felt the gameplay was a bit too simple. I wasn't sure if my choices mattered that much and spamming a lot of units seemed to work ok. I think it would be helpful if the pacing ramped a bit more slowly and I could learn what was different about the units more clearly.
kaeveris
04. May 2019 · 05:06 UTC
Very fun to play! I like all the animations and artstyle, really great!
Shunaky
04. May 2019 · 06:13 UTC
@strega We will be making the game a little slower
That is a weird thing to balance, cause it will always have a meta summon, we are trying to find ways to get arount that.
@kaeveris Thx for the feedback ^^
alexrose
04. May 2019 · 14:45 UTC
I have no idea how that person got so many vamps lol, was that prepatch?
Shunaky
04. May 2019 · 17:46 UTC
@alexrose Yeah, it was a bug, Cause we changed some stuff at the last hour, and we forgot to put a max blood amount, Then you had virtually infinite life. It was patched on the v1.1.0
Zesix
04. May 2019 · 18:21 UTC
Great art direction, though the gameplay felt repetitive after awhile. The pacing / ramp-up seemed overtuned to developer testing so it wasn't as beginner friendly for learning what the minions do. However, the overall production value is excellent for a jam game. Well done!
cppchriscpp
04. May 2019 · 18:33 UTC
Not a lot to add that hasn't already been said, but this was a fun little game! I managed to survive 13 waves on my first try, and from the look of screenshots it seems like it could've gone a lot longer with a bit of strategy.

I don't really have any feedback that others haven't suggested at this point - sound would've been nice and such. Still, fun little game.
Shunaky
04. May 2019 · 18:34 UTC
@zesix Yeah, We are tweaking the wave generation equation to be able to create a better curvature.
About the repetitiveness, we noticed that, but in a future version it will have a lot of different stuff to do (And happening)

Thank you for the feedback, it really means a lot to our team ^^
Shunaky
04. May 2019 · 18:39 UTC
@cppchriscpp If you played the online version, 13 is a good number, the older screenshots and commentaries are about the version 1.1.0 (Before the balancing changes)

Because before you could Skeleton Spam and they were way harder to kill than it is right now, so the people who had really good scores back there were probably using this strategy.

Now the waves get harder faster (we kinda wrote the equation a little bit of tuned haha)

Thank you for playing the game and trying to make a good feedback.

hope you had fun playing ^^
GhostGoatsGames
04. May 2019 · 19:56 UTC
This game was a blast. Sure it needs some balance, but what LD game doesn't. Devs did a really good job of making a complicated game understandable. Would love to play a more fleshed out version
zubspace
04. May 2019 · 20:18 UTC
Very well done! Love the concept! It's a very special kind of tower defense with a lot of potential. I think some kind of level progression would have been awesome, but still very cool! Good Job!
Xeke-Death
05. May 2019 · 12:54 UTC
This is really good fun. Challenging, and entertaining. Trying to order my minions around though. Dumb skeletons with no ears to listen or eyes to see!

I liked the grave mechanic, and how they deterioate over time, especially with the visual indicator to go with it.

Art is fantastic, the background is just as well done as the enemies and UI.

It's a bit difficult to tell the difference between minion HP and blood cost in the tool tip. And the font for the extra text is too small, even at full screen. Perhaps make it a horizontal visual so it doesn't cover so much of the battle field.
Changing the order of the units at the top would be helpful, as I kept trying to spawn skeletons and spawning Vampires instead. I expected the weakest unit to be in the first spot. My suggested order (for this unit lineup) is Skeleton, Zombie, Vampire.

Good work, I'd love to see more enemies and minions!
JamesOliverMusic
05. May 2019 · 13:21 UTC
Great fun. 23 waves on my first attempt. Maybe some extra unit types would be nice. Ones that fight better against certain enemy types etc. Also, it would be great to be able to move the units, unless there is actually a way of doing this already that I missed. Also, maybe some kind of upgrade system to speed up the bar? Just content overall would help to make this game excel. And of course, music and FX ;)

Well done! Solid entry
Shunaky
05. May 2019 · 13:46 UTC
@ghostgoatsgames We are working hard on the balancing, The Vampire have 1.0 Damage/Attack and 4 Agility, if we put 1.1 Damage/Attack it just rushes through the map killing everyone and start bullying the enemy at the spawn (It's actually fun to see, until the entire battle happens outside the screen :( )

But we are definely creating some mechanics to make the game more balanced.


@zubspace We are working on some Ideas on how to add a Progression feeling that is not the normal "Upgrade system" but something that you need to work your head around to be using.


@xeke-death
- The whole Grave mechanic was made to not make the Zombies overpowered, as they can multiply by killing foes (50% of them will probably turn) we found the balance over there, buuuuut now we need to fine tune to make it worth.
- In the future there will be some rituals that will use the graves for other stuff, so you will need to choose what you are going to do with what you have.
- Our artist love to hear that, they put a lot of effort on it ^^
- We loved the Idea of a Horizontal scrol or trying to find a way of doing it without wasting screen space, we will definely work on something about that.
- We'll try adding on to the Portraits hud something that I can Drag the portraits around and this way ordering which one is every simgle button, I think that will do the trick ^^
- We will be adding back the third "Hero" (Actually in our build, it is already done, he is amazing)

@jamesolivermusic
Holy!! 23 waves??? That is actually pretty high score!! Did you played the online version? If it is, you did awesomelly well, normally people die in around wave 15.
- We are trying to figure out a way of moving them or trying to make them a little more alive by changing the way they behave when Idle.
- We had some Ideas about how the Progression of the game will be done, if we manage to do it, it will be awesome!

### Mail list
We have a Google Forms that you can subscribe to and receive a message when we release the Post Jam version (And next versions as well)
https://forms.gle/A92VnWk5M3aEGAd17 <- this one


Thank you all for the awesome Feedback, we are working on some new content for you ^^
Carbs
05. May 2019 · 16:48 UTC
Neat game! I made it to wave 11. So much is going on it was a little hard to take it all in! But over all looks like a very cool game after reading what each character did it was a little more clear. Def a challenge though! Keep up the great work!

Here is the video of my gameplay from the other day:[NecroBlood By Shunaky's Team](https://www.twitch.tv/videos/420781173)
OlavDeng2
06. May 2019 · 07:12 UTC
Great fun game! I love the graphics and the game is simple to play. One thing id really like personally though is able to accidentally kill your self by using all of your health (maybe something for if you ever intend to add higher difficulty levels)