Gods of Divine Stuff: RAgnarök by Anaxie Studio
Ra is unfazed by funky fan-mail. Until a threatening scroll detailing Ragnarök reaches him, that is. Accompany Ra as he meets new friends and foes and get to the bottom of this Ragnarök debacle in this tower defense with visual novel elements.
We're thinking about trying to continue working on this project! We can't promise we'll be able to finish it as we're quite busy with work and other things, but if you want to tag along with us and see what happens, follow us on Twitter! Feedback and feature suggestions are welcome, particularly in regards to things or mechanics you would like to see and any thoughts regarding how we could incentivise using multiple units instead of only focusing on a few. Thanks for all the awesome feedback so far!
More info and guides on Itch. Made with Godot.

Music and sounds by Dizzy Crow, Spring, Basil, Joth and other awesome artists on OpenGameArt!
* Bugfix Changelog v1.1 * - You can no longer get stuck in the campaign, if you don't have favor to place any tower. - Fixed known formatting issues in the dialogues. - Fixed stuttering in the dialogues.
Known issues (will bugfix if something big comes up): - Portrait disappears during one of the dialogues - The music is a little loud and the settings might not help you enough
| Link | https://anaxie-studio.itch.io/gods |
| Link | https://anaxie-studio.itch.io/gods |
| Original URL | https://ldjam.com/events/ludum-dare/50/gods-of-divine-stuff-ragnarok |
Ratings
| Overall | 486th | 3.679⭐ | 83🧑⚖️ |
| Fun | 474th | 3.585⭐ | 84🧑⚖️ |
| Innovation | 1159th | 2.744⭐ | 82🧑⚖️ |
| Theme | 1016th | 3.361⭐ | 81🧑⚖️ |
| Graphics | 336th | 4.08⭐ | 83🧑⚖️ |
| Humor | 308th | 3.66⭐ | 80🧑⚖️ |
| Mood | 512th | 3.654⭐ | 80🧑⚖️ |
| Given | 79🗳️ | 147🗨️ |
Besides that I really enjoyed your game. I think there was a steep difficulty curve from stage 1 to 2. And it would be nice to have some stats about your "weapons" to compare them besides the range.
The dialogs are good and interesting, even if I would say there are a bit too much of it and it's quite dissociated with the gameplay... maybe if it wasn't interrupting the action so much it would be perfect :)
But the drawings are really nice and pretty. The levels are interesting but I would often find them too easy or to hard (I couldn't pass the one in the snow where you have to stop the wolves).
Overall, I had a really good time and it kept me interested for really long. Good job to the team !!
The wolf one also took us a couple tries :laughing:
Nice and chilly game, I will complete this game for sure later =)
First 5 or 6 levels were easy, and later levels were to difficult for me =( But I was enjoyed!
graphics are good
story is better then expected for a jam game
difficulty curve could use some tweaking.
Apart from that i really liked the game
Brings me back to the days I will spend hours on BTD, I think one improvement can be a visual to display the flow of the enemies. Although it is quite easy to figure this out so not a huge concern. Another improvement could be allowing you to place people down before the round starts?
Overall its a cool game and I enjoyed playing it
@beefsock @ulisses @strictpeak Woah thanks for the kind words guys, that's great to hear! :D
PS: We also made a tower defense game for this jam. maybe take a look at it ;)
@ricardopino @sawyer thanks for the feedback guys :)
Only thing that I would like to see are probably bigger maps (longer walk ways) or less resources and more powerful heroes -- I quite quickly filled up the entire path with heroes.
But overall very nice entry, great job!
It would be nice to have some more diversity in the towers (e.g. shape of where they can shoot, synergies).
https://www.youtube.com/watch?v=4YpXlNnSS0s
The art IS AMAZING, they are adorable and I love EVERY ONE OF THEM. The progression and theming of the game is also something I really like, because I love ancient history as well, so this game is spot on!
Overall, I would like to have a bit more time at the start of the level to actually place the 'towers' so that I'm not panicking, and then maybe a bit more control on the currency for placing them, but other than that I loved it!
Super polished and well done, good job!!
@pickyburrito49 We wanted something really quick and simple for the dialogue (ironic, since the story became such a big part of the game lol) so my programmer partner quickly put a dialogue system together using an array of arrays with commands/keywords for different deities so I (designer/artist/writer) could easily put the story in while he coded other features.
@tetrapteryx Thank you! Your game is adorable, I think I saw it on Twitter (?). Will check it out along with the others as soon as I have time!
The only thing I guess I'd criticize is that I think you literally have to know about the wolves level from the start to have enough favour to beat it at the start, so I had to replay the campaign 3 times to do it, but I get it's hard to account for balancing and testing during a jam. Overall great work! More cute loki!
Everyone's lovely comments and feedback are really encouraging! We don't have a lot of time to game dev but I'm hoping we can keep working on this one, it's our favorite entry out of the three we've made so far.
Well done!
poor birds :laughing:

@velvetlobster Haha, RIP. Glad you're enjoying it! :smile:

@renge Thanks, we'll be looking at those things for sure!
At the beggining I found it a bit boring but then I realized that it was ok to be able to understand how everything worked like finding the description of every character, discovering that deities could be upgraded,...
The dialogues where really elaborate but I think there are a bit too much.
Although I got a bit overwhelmed I found it really entertaining and a really good game. Good job!
I love the art style, it is bright and cute and blends well with the humor. The gameplay is nice and the fast forward button was **greatly** appreciated. The lack of a tutorial explaining any enemy types, also lack of indication of wave composition or wave direction was something I missed but considering the time limit I'm not too surprised they are absent. As someone who has written with these gods for a while (especially Ra), I appreciate the care you've taken into their characterization and differentiation from their cannons.
Very well done. I'm excited to see this develop into a full game. 💖
@zack-hd Thank you! Your project(s) sounds cool too, we'll be taking a look!
As for suggestions on how I'd improve this game.. An easy one is more post-processing. Another is to just speed up the game by a lot, more monsters that are easier to kill, etc. Give a bit of time at the start and between waves to let the player put down their towers.
I ended up beating the entire game with just the second character and a lot of fire, because I thought they were cute. That's kind of a problem as well, in a way. There's so many options for different characters to put down, but I didn't really have a reason to use any. Maybe there's already a thing in the game for that, but sadly I didn't notice it.
The path itself felt pretty short, or in other words, the camera felt really zoomed in. That has me worried a little, because zooming out further would probably hurt the character sprites.
Either way, take all of this with a grain of salt. For a gamejam with such a tight schedule, this was a lovely game that felt pretty finished. :heart:
Haha wild hunt goes brrr
Level 42 Artemis and her huntresses aren't messing around.
What a super cute game! Short and sweet tower defense, reminds me of ye old flash games of my youth! Also lil defender's quest vibe as well. Quite a lot of content, and rather polished for a ludum dare game! I like that the level ups carry on from one level to an other, there's a decision space in there around risk/reward of putting units down, and how much money you can save to level up your gods. (Because obviously if you're not spending money to buy units, esp gods, it's money you can spend upgrading.) Unfortunately, it also makes the game extremely easy (at least it did for me) since you can just focus on levelling up Artemis and just plop her down and a bunch of huntresses every time and mow down everyone. I'm not complaining though, Artemis is the best :heart: But yeah, it feels like there's a first order optimal strategy, and you can't really justify the cost of the other units (either because the comp wouldn't be as effective using any minions that aren't nymphs, or because it takes away levels from your minions to use other gods, and if you have to level up 2 gods you can't just power level everyone alongside Artemis.)
Nice going, as far as inevitable goes, to use Ragnarok. The ludo-narrative consonance was a little weak though, except at the end. Love the irony of Loki being like, "yeah yeah after that I'll help you when Ragnarok happens" but the endless wave of monsters is defo Ragnarok.
I had fun! Very well executed game with cute writing and adorable artwork. Also that Ra design made me feel things. Thank you for your work, and congratulations! I don't think I'm going to lose that endless run anytime soon, though.
First of all, fantastic character illustrations (y) really love those shiny eyes. and display of all the gods. fuck zeus that dirty old men lol, great representation at any case.
I like tower denfense games and what I liked about yours is that placement really matters and you have to quickly figure that out (well duh.. that's what tower defense games are about, you might say. But I really felt yours was one of the ones it mattered more because of the paths and how you were trying to combine the best range to hit the most lanes etc (contrary to tower defense games that just go straight in a row, for example Plants vs. Zombies)
The story was fun, although I think some people wouldn't want to read all of it (watching so much streams in the last couple of days I've found out how much "I hate reading" people there are o.o), so it's good you made it skipable for those :)
Have to say, I would have liked it if there was something to do midgame (like maybe,"refill" something of every character? or click something for a special attack? repair something? etc.)
So like that you have something to do instead of waiting, also more time initially to put down things.
Have to say, the fights also didn't really feel like they could have featured more connection to the certain person they're currently fighting instead of just (at least that's how it seemed) random enemies
but that's all for postjam - great what you guys managed to pull off in this short amount of time :) congrats!
@fae-pdf Hey, fellow Artemis lover! Wow, wave 200 is probably top 3 high-score wise (if not first). Thanks for the feedback! We've also noticed that there are not a lot of incentives for using multiple characters at the same time as just plopping a bunch of small ones down is also a viable strategy. Definitely something we need to think about (still haven't come up with a solution, though, so suggestions are welcome!). Thanks for playing, and we're happy you enjoyed it!
@angiemon Thanks for all the good feedback and suggestions! We'll definitely be keeping those things in mind.
Music was nice but it seemed that the WebGL version suffered from the Godot audio glitch.
Seemed like it was too easy to gain favor and I wasn't sure I had a limit on how many things I could place until I ran out early in a round before much had happened.
I _did_ hit a couple bugs though (HTML5).
1. In some scene transitions it would do an annoying "stutter-freeze" for a few seconds.
2. Right before I stopped playing (on the mission after getting Artemis), I was supposed to have 5 of Artemis's archer girls, but the game was letting me place infinity of them! Maybe I just wasn't understanding something, but it seemed like a bug. (Edit: on second look, maybe the "5" is a cost - probably scratch this item)
Aside from those two things though, very well polished. Great entry!
The graphics look amazing and the style is consistent. I like the movement in the drawings and the game felt very dynamic with each enemy also having their own animations. The music was nice and didn't get annoying at any point although the sound/volume options were a very nice touch. Having all the sound effects from firing all different types made the game nicely immersive and gave good feeedback as to what was happening in the game.
Like previously mentioned, there was a bit of an annoying stutter/shudder in the game between most scenes although I assume this is something you would have sorted had there been more time. Also, I'm 99% sure those seagulls were multiplying... Only about 75% sure this was not intentional... This was more irritating given that it meant that I was often underprepared if seagulls started coming in as there would suddenly be loads more than walked onto my screen!
Again, like people mentioned before, the final level was far too difficult. I was woefully unprepared and had to redo the whole game to specifically level up, save points and prepare for that level. The levelling up mechanic could have been more obvious by maybe having a little level icon near on the deity either on the shop or the field. You could add a little up arrow type indicator for when each is able to be upgraded to avoid clicking on them all to check as I did accidentally fire some units doing this.
I did find it difficult to handle reading the stats of the new units whilst playing since I was trying to keep an eye on the map. It might be nice to be able to hover over them whilst paused. You could also make the stats clearer by laying the text out listed in the tooltip like "Power: High", "Attack Speed: Slow" (or something similar) in a uniform way which would make it easier to glance at the stats to compare while playing.
The storyline was very cute and the way you meet all the characters was natural and a nice build up in the gameplay. Having the option to go back to the different levels might be nice for a post jam version.
Overall, an absolutely amazing jam submission that is relatively bug free with so much content and polish! I really do hope you manage to release a full version. Good luck!
A seagull outside started screaming in a laugh-like manner as we read the part about the multiplying seagulls, haha! :laughing: It is indeed intended, although we will probably change it so the rats do it instead since that would make more sense (and give a bit more of a warning). The trick with them is to have units near the start to kill them early so they don't get to become a huge flock. :wink:
We're sorry about the wolves at the end, I was able to beat them during playtesting, but it seems a lot of people got stuck on them. We're taking notes on everyone's feedback. Thanks again!