Necrogirl by Constance

Made under 72 hours by @constance, @hikiyoshi and @kamizenki a.k.a Hiyuka Studios.
DESCRIPTION
A magical elf named Asari who has the power to summon other units to fight along side her using her will power. Accompany her and her loyal friends to strike through the ferocious foes and achieve victory.
CONTROLS
- W, A, S, D: Move Around
- Left Click: Attack
- 1, 2, 3, 4: Summon Units
- F: Interact, Forced Pickup Items
- ESC: Pause Game
- E: Use Health Potion
TOOLS
- Unity
- Visual Studio Code
- Aseprite
- Photoshop
- LabChirp
KNOWN ISSUES
- The AIs are a little buggy sometimes as they might stand still and not doing anything, or have jittering movement behaviors. Currently I'm trying to fix this as soon as I have time.
- Units might get stuck if they're summoned too close to the water.
CHANGELOG AND BUG FIXES
(Patch #4: FINAL balancing works - 23/04/2024): - Balance stats of enemies and units (yes, again) to create a more pleasing gameplay. - Increase the chance to drop mana potions. - Evenly distribute different types of destructible object around the map. - Set the new spawn point for the player. - Optimize the overall performance across various devices and browsers.
(Patch #3: Improvements and Balancing - 20/04/2024): - Improve the movement behavior of ranged units and enemies. - Improve the path finding system of entities. - Units are now forced to follow the player if they're too far behind. - Healer units now have a penalty on healing efficiency based on the number of healers currently on field. - Entities now stop for a moment before performing attacks. - Balance stats of enemies and units (again) to create a more pleasing gameplay. - Add some UI indicators to show the number of remaining enemies and total of summoned units. - Adjust the item drop chances of destructible objects. - Adjust the recover amount of health and mana bottles.
(Patch #2: Hotfixes and Adjustments - 17/04/2024): - Fix an issue where items sometimes get stuck at the player when being picked up, results in an infinite increment of the quantity of said items. - Fix an issue where volume settings being set to 0 by default when the game is first opened in a new browser. - Fix an issue where the Healer doesn't properly heal all units within his range. - Add a popup text indicator to show the info of the item being picked up. - Scaled down the broken pieces of destructible objects a bit.
(Patch #1: Hotfixes and Balancing - 17/04/2024): - Fix volume settings not being accurate. - Fix an issue where units and enemies sometimes get stuck and not moving. - Items are now automatically picked up. - Mana potions are now automatically used upon picked up, or forced use by pressing the Interact key. - Balance stats of enemies and units to create a more pleasing gameplay. - Fix an issue where the Pause menu not showing when pressing the cog icon or ESC key. - Scale up the custom mouse cursor a bit. - Adjust the appearances of some UI elements.
INGAME CAPTURES





CONTRIBUTIONS
- @constance - Lead Programmer, Environment Art, Sound Design.
- @kamizenki - Lead Artist, Game Design, Music Design.
- @hikiyoshi - Level Design, Programmer.
| Play on Browser | https://constance012.itch.io/necrogirl |
| Original URL | https://ldjam.com/events/ludum-dare/55/necrogirl |
Ratings
| Overall | 536th | 3.606⭐ | 49🧑⚖️ |
| Fun | 492th | 3.532⭐ | 49🧑⚖️ |
| Innovation | 888th | 3.032⭐ | 49🧑⚖️ |
| Theme | 292th | 4.032⭐ | 49🧑⚖️ |
| Graphics | 567th | 3.755⭐ | 51🧑⚖️ |
| Audio | 632th | 3.087⭐ | 48🧑⚖️ |
| Humor | 841th | 2.578⭐ | 47🧑⚖️ |
| Mood | 780th | 3.383⭐ | 49🧑⚖️ |
| Given | 56🗳️ | 76🗨️ |
But overall pretty cool game submission!
Thanks for all the valuable feedbacks guys! I really appreciate them, they help me a lot in the process of fine-tuning this game.
Some bug fixes and optimizations are currently on the way, I'll will provide the details later on under the Changelog section, so definitely stay tuned for that!
My dwark just ran away (such a coward).
Auto pick-up could be nice. And more feedback on actions.
But pretty cool game. indeed.

Thanks for all the feedbacks about those bugs and issues! Especially the infinite items glitch one. I've managed to fix most of them with the latest patch of hotfixes which is live just now, you can refer to the Changelog section to see the detail.
Again, thank y'all so much for trying out our game and having some fun times with it! Cheers!
I had a funny interaction where a knight was basically playing monkey in the middle vs 2 enemies. Eventually I just stuck with spawning archers who just destroyed everything very easily, so I guess it may be a good idea to have enemies who are immune/resistant to certain allies, which would force players to make a more balanced army and approach fights strategically, basically like Pikmin does with elemental types. Maybe being able to "refund" the allies and reform your army based on the specific enemy we're fighting.
I kind of wish there were different maps to explore and a more "directed" experience, like moving through areas in a beat-em-up. I'm not sure what the win condition is, just wander around and clear the map of enemies?
Visually the game looks pretty good, but it would benefit from a more consistent visual style. Like how the hero's portrait is a different style from the ally portraits.
Overall it's a great jam entry, super playable, fun to spam allies and wander around the map. Good job yall!
I think your unit battling aspect has a lot of potential since it is similar to autobattlers, which is a genre that do really well on Steam (like Dwarves: Glory, Death and Loot for example, I recommend this recent talk from Chris Zukowski if you are interested in that stuff: https://www.youtube.com/live/cj5QFdP1YY4?si=tXmPuxSBmfQ5iMGW ). So if you decide to take the project further (which I think you should in some way), I would suggest looking into that genre :)
I'm very impressed with this jam entry, really well done guys!
After this jam, we have planned to develop this game further and maybe make it into a Steam-scaled game, so we've noted all your suggestions! We already have some ideas in mind right now like an upgrade system, a wave system, bosses, buffs and de-buffs, status effect, etc... and we're excited to see how they'll turn out in the future. Again, thank you so much for a very dedicated feedback.
@rendow Thanks for the feedback man, I'm glad that you're enjoying this little game of ours! We've decided to develop this game further and maybe make it into Steam, so seeing your comment fortifies that decision even more! We already have some interesting ideas in mind right now, so let us wait and see how they'll turn out in the future. And thanks for recommending that video of Chris Zukowski! I'll definitely look into that later when I have time.
@pado Err, what is that? lol
Loved the music! The main menu is also really awesome, I wish I had included the Ludum Dare blurb of text on my game's menu as well.
Thanks for sharing!
I liked the graphics, it's all really nice and well animated although a minor issue was that I regularly lost track of which was my own character.
The audio was nice overall but the music felt like it was somewhat disconnected with the general feeling of the game.
Good job, it was fun to play !
Thanks for all the kind words, guys! They meant a lot to us!
This game surely needs a lot of things to be done in the future, we already have some fun ideas in mind, and have decided to put all of them in the post-jam version of this. As of now, we're happy with how it turned out, and we're glad that you guys having a fun time playing it!
I couldn't play the game for long enough, though, the camera movement caused motion sickness. I wish it was locked to the player.