NecroBit by comigor
Hello and welcome to our game!
We're 3 independent software and data engineers with a passion for games. That's the first time we've participated in a game jam for real. So, yeah, we'll get better. We did everything except the audio.
In the game, you're a necromancer that have been tasked to summon and defeat one ancient god. Your grimoire is on the screen, and each ritual will have a different sequence.

Read our post-mortem blog post.
Credits
- hydrogene for songs
Ratings
| Overall | 346th | 3.786⭐ | 79🧑⚖️ |
| Fun | 339th | 3.712⭐ | 80🧑⚖️ |
| Innovation | 677th | 3.263⭐ | 80🧑⚖️ |
| Theme | 151th | 4.231⭐ | 80🧑⚖️ |
| Graphics | 433th | 3.929⭐ | 80🧑⚖️ |
| Mood | 546th | 3.59⭐ | 69🧑⚖️ |
| Given | 75🗳️ | 138🗨️ |
great choice for a first jam and great output too, you should be proud.
- UI could be a bit more out of the way (I know that is hard as My game implemented the same button combo mechanic to do summons.
- The 1 bit art can make it a bit frustrating to navigate a maze
- Ending was pretty satisfying from a difficulty perspective
Maybe introducing levels as checkpoints would make the maze navigation less annoying
Overall great job everyone!
Fun game, keep it u :)
Great game, wish you luck!
The controls feel as they should, the "undertale" graphics and the necromancer vibes are super cool.
One of the best entries so far !
Game plays smoothly, looks good, feels responsive, and has nice little details like seeing a much later chest behind a wall when you walk by it early on.
Only feedback - if you are watching the corner arrows when you are summoning, there is no visual difference between correctly finishing a summon and messing up the last step of a summon, and you have to look or listen elsewhere for confirmation. Holding on the last arrow or doing a little visual flourish up in the corner might be more reassuring.
Good work!
I like having to summon the boss and defeat it when you're ready.
Having a little more feedback on when you successfully summon or fail a summon would make it feel better to play, but overall very enjoyable!
great pixel art ! great mood ! GG ! :)
(coudnt beat the bosses ^^'')
The game play is really put together and works well with the music (even if you did not create it yourself - solid choice!)
The idea of doing some keyboard combinations for summoning is neat!
A bit of balancing would be useful and forcing the player to do some work in order to progress! For example have some door that will only open after clearing a room to prevent the player of just rushing and dodging through haha!
Fun entry :)
https://youtu.be/Foe4js2jhJ0?t=5072
And I'm the host for the ludum dare score chasers tournament this Ludum Dare. Wanted to ask if youre fine if I put some gameplay of the game in an intermission video. Last year for reference:
https://www.youtube.com/watch?v=TM_eIvjBmIQ
And it's completely fine to use our game footage in your intermission streams, we would be very pleased!
I was confused when I wasn't able to summon new skeletons, because the UI prompt still showed me the key pattern and the keys could get highlighted even if I wasn't allowed to summon. Took me a while to get 1/1 shows the limit.
The level is a bit too large, but not such a big problem by itself. The boss could kill me instantly, I wish we could restart from the boss fight start point.
Good job!
In my opinion it would be nice, if you could tell the difference between the projectiles of the enemies and the shots of your allies. I know you only have a 1-bit style, but you could use a different shape for the ally-shot or for example a black projectile with a white outline.
Another thing is that the feedback for beeing hit does not feel impactful enough. Sometimes I just noticed that I was hit, because my health bar went down. A little screenshake or a clear sound and visual effect on the character could help to solve this issue.
But do not get me wrong. I really had fun playing this game. It is one of my favorites so far. :)
Congratulations and welcome to the world of gamejams.
PS: a comment on the behavior of skeletons. I walked past a ghost and didn't kill it. I moved forward so I could get a grimoire that was on the other side and then go back. The skeletons stayed the whole way trying to get back to kill the ghost. It was a difficult path for me and the other skeleton (who I had summoned later) to fight while focusing on the enemies in front. :P
On the skeleton behavior, yes, that's an issue we've noticed, but couldn't fix in time. Sorry for the trouble!
I haven't noticed this in the comments so just to mention I had an X pos issue for my skeleton minions grouping away from me on one play - web build
Congrats on a cool, polished game!
It was enjoyable collecting all the chests around the map to get stronger and the controls were really smooth. The final boss one-shot me though which was sad and I had to start over. I did beat it in the end though. Maybe having the player heal over time would be nice.