Seven Favors by surr-sloidah
The Apocalypse comes in 7 days, are you prepared, insect?
To win us over, you must harvest the blood of your enemies to win Favour with us, and build up a devoted flock of your fellow man, tend to their needs, all in the hopes that when the 7th day comes, your favour obtained and your flock brought together, you will be seen in a better light than the others.
Patch 1.0.4 now available with a fix regarding the ending cutscene
Credits:
surr sloidah - Programming
WitchGirlfriend - Artwork & Modelling
Nikita Vychuzhanin - Modelling, Sound Effects & Music

Ratings
| Overall | 161th | 3.869⭐ | 67🧑⚖️ |
| Fun | 152th | 3.823⭐ | 67🧑⚖️ |
| Innovation | 328th | 3.415⭐ | 67🧑⚖️ |
| Theme | 141th | 4.131⭐ | 67🧑⚖️ |
| Graphics | 180th | 4.106⭐ | 68🧑⚖️ |
| Audio | 122th | 3.808⭐ | 67🧑⚖️ |
| Humor | 301th | 3.172⭐ | 60🧑⚖️ |
| Mood | 141th | 3.923⭐ | 67🧑⚖️ |
| Given | 60🗳️ | 112🗨️ |
The seven day are a realy good idea, i was lost for the first 2 days.
I wish the player hit on the cam direction, but that not a big deal.
Some nice action game like that in a LD are some breath of fresh air.
Again, very nice concept, I will try to replay to try and get all the possible endings.
Which is basically the highest compliment for a game XD
Got a final score of 375
Thank you for the review!
The movement was a constant back and forth of tweaking and fine tuning, especially the camera - the mouse movement was a last minute addition, originally it was just pressing Q and E :P
The disappearing objects is intentional, it's so that they don't obscure the camera when you're in the middle of a fight.
And more levels was something we wanted to implement, but in the end I only had the time to create 3 combat levels and 2 farm levels.
Honestly my biggest issue is I wish you would have had only one gameplay mode where some areas of the level have wheat and some just have combat. I think it would probably have been a smoother experience that way and the fact that I had two options didn't really add anything exciting to the game for me.
Overall though this is a really well made entry and you should all be proud!
@boaheck-artgent And another thanks to you as well, just giving ya an extra line to respond to your feedback :P
I did consider during development having a map or gamemode where it was a hybrid of combat and wheat farming, though as the deadline drew close and the two modes still requiring balance, I decided to scrap the idea in favour of trying to tune each gamemode on their own, to encourage players to figure out how to effectively manage the limited time they've been given.
F Pressers pay you respect!
I think it would have been nice to be able to attack just by holding left click instead of having to spam it, I simulated it by having a autohotkey script that spams left click for me as its quit tiring :).
@orhu It is possible to change the mouse sensitivity, if you check out the options tab you can set your mouse sensitivity between 1 and 10 (the default being 4)
Not fan of extensive patching during rating period, but oh well, I guess it is allowed by rules and at least you are open with it.
I don't like cramped WASD + Shift control scheme. Would move dash to space AND right mouse button.
I think it is geared too hard for being jam game. Might be just that I suck at everything 3rd person.
It is damn slow outside of gameplay. I guess pacing is ok for first time story mode, but playing it again it just hurts to wait and watch those very slow texts, and same cut scenes again and again. This I feel is only real mistake in design, in my philosophy all that menu/intermission/death screen time should be minimized in this kind of super fast action game.
But then good things. Very tight controls, very good feeling dash. Better dash than in my own game actually. Movement speeds etc. are very well balanced. Good effects for the dash too. Dash cooldown could be bit shorter though.
I really like enemy designs, mechanics wise. Super simple to read and understand, still helluva lot of variation. Works perfectly for this kind of game, real bullet hell feel.
Those level start and end in game cutscenes are very well done and do a lot for making it feel polished game, even if they slow down pacing.
Story is fine, music supports atmosphere and mood in general is well thought. Graphics style and palette is strong.
All in all, one of the better games in the jam. Would play post jam version.
I made sure to check the rules before rolling out patches, and it is OK as long as it's not new features, which this game's patches fall under; All they've been so far is bug fixes and an extra build just to refine the gameplay and make it more accessible to people (since the WebGL build came out it's gotten more browser plays than the desktop version has downloads, despite being out for less time than the desktop builds)
If I had more time, rebindable controls would be something I'd like to implement, but I think this would be a bit too substantial an addition for the jam and would be something to add afterwards. As well as the ability to speed through certain dialogue or cutscenes - as I agree, it can get a bit slow on replays.
Do you know what steps you took that caused that to happen?
EDIT: I've found the problem, will be rolling out a fix soon.
Here's the VoD so you can jump to your chapter and see it again!
https://www.youtube.com/watch?v=NYvmJ8_8kww
Is there a reason I wouldn't just always play the field level, if I could gain food and heretics in the same level?
The only thing I would want in addition to this is a new "level select" that is more integrated into the world, rather than implemented as a basic start menu. I'm imagining the patron in some darkened chamber, and you have two portals to choose from, one that takes you to harvest heretics, and one that takes you to harvest the field. I think that would be super neat!
Having an in-game lobby sounds very fitting for the game! Definitely going to discuss it with the team for a full version.