Blood Rite by LDJam user 388364

About the Game
Tired of being a glorified hero? Shiny armour and everyone's praise are getting on your nerves? Maidens don't bring you any joy? Fret not! We felt the same and thus worked together tirelessly to bring you Blood Rite. Throw away the shield and adorn the stained cloak (it is probably safe?) - time to become the menacing force every hero hates to meet.
Unleash the Darkness
Blood Rite puts you in the shoes of a dungeon-dwelling Necromancer, striving to practice the Forbidden Arts in peace. However, your solitude is disrupted by pesky heroes seeking treasure and glory. It's time to fight back and protect what's yours.
Embrace the Necromancer's Path
- Sacrifice your friendly neighbourhood rats to fill your blood meter.
- Summon skeletons to kill heroes (and feel less alone).
- Level up to become the menace to society we know you always wanted to be.
https://www.youtube.com/watch?v=8iU0WAB0DZ4
Screenshots

Controlls
| Action | Keyboard & Mouse | Gamepad | |---------------|------------------|--------------------------| | Moving | WASD | Left Stick | | Sacrificing | E | South Button | | Summoning | Mouse Click | Right Trigger | | Toggle Summon | Tab | Left Bumper, Right Bumper|
Tools Used
- Unity
- Aseprite
- Github
- Trello
Credits
- Coding: LetsHack, DekiSenpaiTM
- Art and Animation: DekiSenpaiTM, catnap
- Music and SFX: Pixabay
- Colour Palette: inkpendude
Ratings
| Given | 128🗳️ | 196🗨️ |
Art style is really good, game follows the theme perfectly, and the upgrade system is a really good idea to add to this simple concept
It's interesting to play, I don't think it was planned, but the fact that rats spawn and get stuck in corners and gather in packs gives an interesting effect it's a pleasure to gather them in packs and vacuum the corners :)
Thanks for a game
(we take notes of all suggestions for potential future improvements as well tnx <3)!
Looks like a great starting point to expand from.
- I managed to level up a plenty and not have to worry about my health much, but I still don't understand the UI - I summoned some minions that had a cost (I think?) of 20, but the UI above it still showed amounts like 2 / 10? I thought it's the blood currency I buy them with. I just spammed my summon clicking in the circle while chasing rats and it worked :D
- Tutorial screens are black, but I think it's WIP!
- Tutorial says Arrow Keys, so I used them to move, which made it close to impossible to use the mouse :D got much better once I learnt I can switch to WASD
- Ludum's window doesn't fit your game, had to scroll down to find the fullscreen button!
Some minor comments:
- Holding E while using WASD is always quite difficult. Keys like Space and Shift are preferable because the player can press those while having all necessary fingers available for movement.
- It was quite hard to see how much blood I had. The number above the selected minion was apparently a minion cap. I would have preferred to see blood there, although I understand the thematic appeal to show it as the vial.
- I died two times to something I was not aware of. Not sure if there is friendly fire?
But overall, this is a solid entry that could have potential with a post-jam update!
I also really like how you approached the sacrifice mechanic by scaling the movement speed and the radius. I could imagine that with some additional polish this game would do pretty well on Steam with a demo!
Not sure why the magic minions didn't seem to do any damage, and I didn't even realize at first.
Best strategy seemed to be to farm rats while ignoring enemies entirely.
I liked the art style.
I think the rat killing could be more snappy. The controls were a little awkward having to hold down E while moving around (both WASD and arrow keys were a little awkward).
Would be nice to see enemy health bars or the total blood collected.
It took me a while to understand the controls since i didn't realised you actually have a tutorial in your game menu! For the gameplay, i think there were bugs since I died at some point without getting attacked. Also the mice get stuck at some places which kinda make it easier for me :D
Fun little submission, wish there was more to it, like some bigger boss enemies, but still very solid.
Interesting choice to go monochromatic, I think it works here.
since there were lots of you necromancers in the dungeon, we had to focus on catching all the rats in our basement, getting enough skeletons from graveyards and so on to make sure you can have fun!
@promzona @baggersmurf @hazard-game-dev @wujood @enver-arco @aaron-hart @hangovergames @ruruie @noize @eveee-cx @p3ngui @lindote @jbartelsson @lindote @thesmellofoxygen @villhest @emty @josion @usenrame @kirass @merb1000 @onqdll @klose @aegisfate @squidly @hieu @tokarts @lushboy-studios @irex @suksu @punniz @nardandas @saryah @pres2300 @muraena @linus-lindberg

millions of heartfelt thanks again from our team! :revolving_hearts:
due to your kind words our overlords have allowed us to touch grass for a whole hour yesterday. I think I have a new core memory now :seedling:
@outstar @nash @trogdor-20x6

additional thanks to the power trio, for taking your time writting us small novels here, this is exactly how we love our feedback.
@ everyone
we will definitely purge the E key from controls and will consider if we allow mice to hide together in corners en masse or force them to establish limits on their polyamory tendencies. more diverse actors for the hero role will be hired, bugs, ui remarks and everything else is also being compiled together so we can brainstorm best strategies and solutions to address them [proof attached].
we had fun making the game so would like to actually work on it a little further. if you think you are interested in seeing your feedback being implemented or just want to spend time with skelly friends in a more comfortable (or challenging, who knows) environment, you could **save the ichio page. updates will be posted there!**
and here is small proof that we take everything you write here seriously <3

Great job!
Love the art and mood!
The game is well balanced, but I also encountered a big group of rats on the west wall.
Good job!
Very fun gameplay loop that was easy to understand.
The art style was very charming, especially loved the little rats.
The sound design was also super satisfying.
Overall well done!

Your insights have been invaluable. We've noticed that our rats have developed a weird RATitude to form gangs—possibly plotting their great escape! Rest assured, we're on it and will be dismantling these rascally rat rendezvous to ensure our neighborhood stays safe and pleasant. The UI is definitely a part that will be majorly reworked to ensure that our necromancers have a good overview of their summoning kit. Thanks again to @dywanix , @deformhead , and @tommy for pointing this out!

If you're eager to find out what possible changes we're implementing we would recommend to check out the itch.io page for BloodRite!
Keep the feedback coming your necromentastic people!
After reading the other comments, I will say that I personally did not find using E to sacrifice rats to be too big of a deal, but I do agree that an alternative like Shift (or better yet, allowing the player choose their keybind) would be preferred.
The gameplay is pretty straightforward (especially with the tutorial) and pretty fun to play after trying it out for a bit, though I'm still not entirely sure what the "hero" refers to, on the upgrade cards. One thing I will say is that I felt like there wasn't much reason to use any skeletons other than the cheapest ones, as they were the fastest, most suitable against the melee enemies, and, well... cheapest. Of course, it's great to see variety in the types of skeletons, and I think providing these options alone makes the game more fun. So, it could be worth considering how players can be given more incentives to use the other skeletons, whether by introducing scenarios in which they are more useful, or by reworking their abilities.
Overall, a pleasant experience. Great work!
was this maybe a bug? i thought i was doing good and had a lot of health left, suddenly it said i was slayed, but i still have health left.


@anvilesque since summoning dead is sort of not cool in most of the universes, Heroes are coming to the dungeons to slay you for breaking the balance of the life cycles, making Heroes - your enemies. And every time your knowledge of Necromancy becomes stronger, Heroes coming after you are getting more and more prepared with extra band-aids and extra heavy swords. this should hopefully explain the cards! but obviously something we want to add for the tutorial grimoire, to make sure our new occultists don't get confused about their jobs.
addressing something that both @anvilesque and @jamie-whitmarsh mentioned, as heroes will become more diverse in the future with your nefariousness growing, we hope that using different skeletons for fighting different heroes would make a lot more sense! and skeletons might get a little polished too, as we won't have to rush our gravedigging routine. but let us see what the stars have to say about that.
@leiv-erik you are absolutely right, this plaque should instead be saying that you have outlasted the heroes for now, since the timer run out. unfortunately, pesky rats ate the other plaque when we were not looking, so we had to reuse the one meant for death :(
The game mechanics surprised me at first, as I wasn't too comfortable with rats. But I got used to it.
The atmosphere is very gloomy, and I've grown attached to the necromancer. Fresh idea to get under the skin (if he has any left) of the so-called villain.
A little rat soup!?...
Thank you for this undeniably excellent game!
Nice job
@ironcutter @pebkac @philocode @chispalbc and thank you for your praise and suggestions! we will definitely deliver them to our overlords to see if they are willing to grant those wishes :relieved:
@denismarasan thanks for praising the aesthetical parts of the the dungeon! but do you mind elaborating what exactly you dislike about the minions and the hero so we could give them a reason for their pay cuts?
@skransow thank you! :sparkles: you probably did not realise that there was a timer in the game that always runs out eventually. us sadly displaying a bit of a misleading plaque probably did not help, sorry about that :( pls blame the rats for eating the correct plaque
once again, we really appreciate all the feedback, our necro neophytes :sparkles:

The rats taking a bit of time to actually die seemed off to me at first but it's not a problem once you understand how the game mechanics work. I was not sure I sacrificed them the right way in the beginning.
The game falls a bit in a gameplay loop going like "flee > kill rats > summon > circle around the hero to ensure the skeletons are attacking > repeat" that goes old a bit quick, but it's still a nice concept that could be dug for a bigger game. The music being a bit repetitive probably adds a bit to this feeling of repetitiveness too.
I like a lot the graphics. It's actually fairly impressive to see how much graphical content is out there ! and the whole concept of being the bad guy is always nice to see explored.
Overall a very good entry (don't take my critics as a negative review, I still liked the game a lot and it's only meant to improve).
@konstantinreed thank you for your very kind feedback! it is expected for new necromancers to struggle a bit regardless, this is the spirit of the craft! :sparkles:
@fabonacci thank you as well! we will consider some sort of indication for now much health our skellies and heroes have :ok_hand:
@littlegamer we are very grateful for such a detailed and reasonable feedback! <3 we do not see it as a bad thing at all, since it is clear that you write it in good faith! so thank you for helping us with providing you, necromancers, with the best dungeon dwelling experience we can come up with in the future :smiling_imp:
@xavier7 thank you! we will try to scratch our heads and see if that singular braincell can come up with ways to make powerups feel more impactful and to find alternatives to the unstoppable feeling of doomed existence triggered by the limited time we all have left ... in game :>
Additionally, I did feel like some events lacked feedback for the player, like pressing the button to sacrifice rats for doesn't play a sound until after a while when it fades in. Also an indication as to when a new hero has spawned/old one died would be very helpful. Also Idk if you were testing primarily on gamepad, but the keyboard control scheme with E having to be held down _while_ you use WASD to move was uh... tricky lol. Personally I'd stick it on right mouse or something, but could work on space bar too if you wanted to keep it on your left hand.
Totally a nitpick, but some main menu/tutorial menu music would be nice as well. :slight_smile:
That said, this was still a pretty solid entry nonetheless. Nice job!
@guitarbro thank you for taking your time and writing us very valuable feedback - it is much appreciated! we definitely agree with your remarks about the lack of player feedback, this is something we want to address when we will be working on our post-jam patch. we will consider more musical variety as well :D
@neecto @tobaccoleopard @waterspirit your kind words brought us lots of joy, thank you! <3 keep practicing them Dark Arts :smiling_imp:
The gameplay was somewhat interesting and I played a few rounds even tho I wasn't really able to determine the most efficient strategy to get a good score, my scores were a bit all over the place lol.
I am also not entirely sure what the 20 blood summon was supposed to do did. regardless the idea here is pretty solid and polished
good job!
@tetracold thank you for the kind words as well!
we totally understand you not enjoying the flying mage skull so much, we want to find higher quality cadavers for the post-jam update to make sure all the summons can earn a place in your heart :heartpulse:
I'll let my smol skeleton army find your artist and make them share their mastery secrets.
@shess :blush: :point_right: :point_left: thank you for your kind words, you made our artists blush