Vamper by FlamingRat

Try to survive in your castle as a vampiric summoner of evil creatures in this turn-based adventure game concept!
Play it online on itch.io for the optimal experience: https://flamingrat.itch.io/vamper
This game will receive more updates after the jam feedback phase is over. Follow us on Itch to get notified!
Credits
Role | Name | Handle --|--|-- Lead developer | Chikorito | @flamingrat Artist | Nytezerak | @nytezerak "Vampeta Music" composer | Edge | @ghyliorn
Gallery



| Link | https://github.com/flamingrat/ldjam55 |
| Play online on itch.io | https://flamingrat.itch.io/vamper |
| Original URL | https://ldjam.com/events/ludum-dare/55/vamper |
Ratings
| Overall | 757th | 3.423⭐ | 54🧑⚖️ |
| Fun | 840th | 3.183⭐ | 54🧑⚖️ |
| Innovation | 645th | 3.3⭐ | 52🧑⚖️ |
| Theme | 293th | 4.03⭐ | 52🧑⚖️ |
| Graphics | 748th | 3.49⭐ | 54🧑⚖️ |
| Audio | 504th | 3.35⭐ | 52🧑⚖️ |
| Humor | 810th | 2.628⭐ | 49🧑⚖️ |
| Mood | 767th | 3.392⭐ | 53🧑⚖️ |
| Given | 41🗳️ | 94🗨️ |
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More enemies and/or summons would be a great addition.
I somehow got pushed out of the wall by an enemy, so never died or finished.
Also have you made the the stones' texture by yourself? Their texture is very accurate! I had at this LD my first experience with pixel art and couldn't achieve the stones' texture, so I droped the idea. hahaha
Seeing your solution gives me inspiration to continue with the pixel art studies.
The music is so envolving, and the sfx are agradable to hear.
The game is intuitive and got me fixed to it. haha
About the balance, I felt that summoning mobs costs a lot of mana and the enemies' respawn happens so fast, in a punnitive way. I found myself with no mobs left and surrounded by enemies very fast! I'll certainly try again. hahaha
I suggest you to highlight the score and progress counter, it was hard to identify in the beggining.
I'd love to see news about this game!

If it's helpful: I had trouble understanding the tradeoffs of which creatures I should summon, and I missed at first that I could summon creatures farther out than the immediate tiles. I also wished for some hints about where an enemy may spawn next, and some terrain besides the walls to try to use.
Oh also — nice music! It's unobtrusive but sets the mood perfectly.
It sucks that you got stuck though. If you manage to reproduce it somehow let us know.
We are testing out ways to improve the resource management like mana bottles and blood bags, unfortunately we didn't have enough time during the jam but we'll definitely improve it over time.
You can follow me on itch.io (same account that has the game) I will post updates outside the jam there once the rating phase is over.
The camera moving around and focusing the enemies really sold it for me.
One thing I'd like to add though - Why can enemies spawn right next to me _and_ hit in the same turn? D: Seems a bit unfair, but alas, not a big deal!
- we are aware that the AI is a little shitty at the moment. We are going to fix it in a later version, there are some improvements on the way already, although we'll have to wait for the jam to be over to release.
- someone suggested earlier that the player see the spawn locations before they actually spawn, so they can plan accordingly. We are experimenting with this route and are going to fix the issue of random spawns being too frustrating as well.
First, I like the music and the vibe. The sfx are adequate, the stone texture is good. The general tactical turned based format is totally my jam.
Those are the reasons I stuck it out for a couple rounds. Unfortunately the drawbacks stopped me there.
Biggest fundamental problem is that the more enemies you face, the longer you have to wait for their turns to complete. It's just utterly boring to watch the enemy unit move around. Not so bad if you are culling them at a decent rate but when the game is actually getting interesting and you face a horde, you have to slog through all their turns.
Other issues include the fact that visually it just didn't pan out. Maybe if the characters were cuter, or the terrain was more interesting I could give it retro props, but it's all just programmer art and has no reason for being in a 3D environment, so it doesn't land in that uncanny but fun Playstation/DS era were cute sprites inhabited odd 3d worlds.
The auto camera is extremely vexing as, and honestly hurts my eyes to watch zoom in and pan on every single enemy that must spend it's infernal turn shuffling around.
My big takeaway here is to stick to 2D unless there's a strong reason or talent pushing you in that direction. A lot more game play, testing, and QoL could have been accomplished on a simpler 2D system.
That all being said, congratulations on getting a game done in 3 days!!!! It is still a call for celebration, my hope is that you are able to receive my honest feedback gracefully, but it's always tough to hear negative reactions, so please excuse my bluntness.
The choice to go 3D with 2D sprites was more stylistic than anything else, and though we do want to play more with the 3D environment, you're right that, for now, it's just a 2D game with a coat of 3D paint.
The turn length especially is something we want to find ways to mitigate. Speeding up the turns with a key press and having them animate faster are two quick wins we'll look into implementing. Also, with more time to add other summons and make the game more varied, the feeling of repetition should go away as well.
Thanks for the thorough review, and hope you come back in the future after the jam to check out what changes we can manage to make!
We're gonna try to make the later game more engaging and feeling less 'unfair' - you can check other comments for what we're on track to do!
I think the one thing that felt unfair to me was it seemed like the enemies AI would move and then attack, but my skeletons would only attack if there was a dude right next to them, and then move randomly often away from enemies. A fast forward button might be useful for when you are watching enemy turns, or maybe let all of the enemies that are far away and just going to move auto resolve without panning to them and waiting on them individually. Did remind me a lot of the flow of final fantasy tactics, which definitely has that same issue.
Overall I had fun testing it out though, definitely a solid start that is engaging!
It was sad to see more and more thugs, but that's part of survival! :_)
The graphics are nice! Music maintains the atmosphere. Thanks for playing)
oh and Props on your logo
nice visuals too i like the general vibe
Also, not knowing where enemies were going to spawn in made putting down summons very difficult to do tactically. Is there any way to get more than a single summon per turn? Or any ways to up mana production? By the end it felt like death by a thousand cuts because there's 5 enemies on the field and I can only summon one skeleton per turn.
This seems like a really really well put together *engine*, I think it'll really come through once more content and info gets added in.