NecroBlood by Little Valhalla

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If you download the game, you will download the * outdated version *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
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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.
- Warrior:
- 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.
- Skeleton:
- 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.
| HTML5 (web) | https://littlevalhalla.itch.io/necroblood |
| Windows | https://littlevalhalla.itch.io/necroblood |
| Original URL | https://ldjam.com/events/ludum-dare/44/necroblood |
Ratings
| Given | 69🗳️ | 73🗨️ |
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?
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 ^^
About the Time speed, we are planing to put a speed up button in a future update.
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! ^^
We are still trying to find a Way to make the waves better.
Thanks for your feedback!
Thank you for your feedback!
Thank you so much for your feedback!
Edit: somehow I accidentally published this comment anonymously and I can't change it.
@steambot would be me
The game needs a it of balance and some more content and then its a nice game for here and there. Good job!
@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.
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. ^^
@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)
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 ^^
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:(
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)
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
* 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
Here is my playtest:
https://youtu.be/ghYtZjmGvkM
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;
}
we left the Download as the old one just in case we could be disqualified for the balancing.
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!
@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 ^^
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 ^^
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.
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 ^^
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 ^^
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!
Well done! Solid entry
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 ^^
Here is the video of my gameplay from the other day:[NecroBlood By Shunaky's Team](https://www.twitch.tv/videos/420781173)