Awesome. Super fun and creative. Aesthetically its awesome. I know this is a prototype so Im sure youre on top of some of this already, but heres some constructive criticism:
- Id recommend putting card names horizontally at the top of the card. Its atmospheric with all these medieval superstition cures, but when you have to read medieval font sideways its more natural to ignore the name and just stick to the mechanics. I couldnt tell you after playing and enjoying the game what the name of any card is or what its meant to represent, which is a shame.
- In game text is too small. I have good eyesight and have to really focus to read the text. Between that and the font I first read "health" as "death" and thought it strange that high death was good.
- In order to see some reminder text you have to hover over it with the cursor, but the cursor obscures the text.
- Its not clear as far as i can tell when you get more villagers. I lost 3 on my first playthrough. As far as I understand that puts you in a no-win state since you cant go above 700 purity. So if its possible to get a new villager you should know, and if not you should lose the game for losing 3 villagers, not 4.
- Losing and gaining health is super OP once you get to 100 health for the first time. You start snowballing Blessings real fast. Maybe once youve gotten a blessing from a villager reaching 100 healths you cant get another blessing from that villager unless their health drops below 50 first and that resets them? Youll figure it out better than me, but some sort of balancing there Id recommend for sure.
- Maybe the entity should either get stronger after set number of days OR when you reach a health+purity treshold? The way it works youre incentivized to focus completely on health, belief and sickness and just make sure purity is high enough that you dont lose villagers. So the game encourages you to play an anti-immersive strategy.
I wish you luck with the upcoming steam release. Criticized it because I think its fundamentally awesome and I want to help make it better. I hope youll take it like that. I think you have a winner here.
Hey thank you for your detailed feedback and thank for taking the time for it! <3
We are definettly go through all of your feedback and look for things to improve the game continuously . Thank you for your kind wishes and we are hoping to create an interesting and immersive impression for all of you guys!
Love this game but MAN is it difficult to deal 1 bloodstone damage.
Cool font, design and mechanics but it is REALLY brutal if you get unlucky with cards, sickness or don't constantly add purity to normal cards and forced to focus on those -10ish purity cards.
Saw you in the comments talking about difficulty settings and can't wait for that update. 8/10 prototype.
Hey thank you we are definetly aware of, that everybody experience the difficulty different. In the upcoming demorelease there will be a tutorial and everyone starts with the easy mode.
For the full release there will be three difficulties for each entity. We want that most of the players can enjoy the content from beginning.
For the big brains and strategic masters here there will be the hard mode where they can ponder :D <3
Really nice job! Rare to see such a creative set of mechanics, really required some thinking to create a strategy.
For me, it was somewhat easy (won on first try), but I did lose a few villagers. It *felt* hard, but actually losing was difficult.
It might be worth laying out how the sickness mechanic works. The text was really hard to read (on my browser, the mouse obscures the explanation text no matter how you move, Safari OSX), but also I don't think anywhere explains how the sickness is distributed. Same for disbelief. Even if it's random, it would be nice to know what kind of random. Randomly in the night? Randomly upon losing faith?
Also, the nights were confusing. Why did some villagers not come to see me during the day? I often had someone die because they did not come to see me (maybe for multiple days in a row? Unclear).
Oh, and really good job on winning on your first try! We’ve done a lot of balancing in the meantime because the difficulty on the strategic side can change very quickly if we tweak just a few numbers. Through playtesting, we discovered that players experience the game quite differently depending on their playstyle. So, for the final game, there will be three different difficulty levels for each entity. That way, everyone can have an interesting experience and learn the game system step by step.
The sickness spread and distrust mechanics will also be explained more clearly.
The game system is designed so that only 5 out of 10 villagers can visit you each day—but you have to check who shows up. We’ve also added a new villager ability that lets you manipulate the villager queue for the next day, so players can avoid certain villager deaths using strategic skills.
If you want to check out the new prototype, we’re currently looking for playtesters through our Discord. If you’re interested, you’re more than welcome to join and give us feedback about the game anytime!
So impressed with this prototype! I LOVE the art style and overall vibe here. The cards need a little bit of balancing and there's some readability issues with the text, but I'm sure you're already working on those. For a prototype, this one held my interest very strongly--I'm excited to see what else you add to this before release! Well done!
Thank you for your feedback and reporting the bug! And we are really happy that you like the idea of the game and our artstyle. We develop our Steamdemo at the moment and if you are interested to be a Playtester you can join our Discord for more information. <3
interesting concept, i really liked it! art and flavor was great as well. a few comments on balance, though:
some cards are strictly better than others, and the difference in rarity isn't enough to make up for them
i feel mixed about not having the ability to discard at all. i think it incentivizes planning ahead, but if you're stuck with bad cards then it feels crippling.
most of the guest perks are pretty useless while the rest are way too good. duplicating cards is op, especially when you stack upgrades on a card that's always good like the +15 faith, -1 sickness card or the locking cards. mill for the first few days and then removal is essential to make sure the card rewards don't clog the deck with trash.
speaking of trimmed decks, the inability to skip cards is also interesting. (or i just didn't see the option to :P) i think it'd be fine if we had stronger removal options
i also wish there were non-card consumables or some kind of currency to let you do more things per day, as every day feels mostly the same between stages. it'd probably help runs feel different from each other.
but given that it's a prototype, i think it has a lot of potential!! looking forward to more
You'll be happy to hear that we've already implemented some of the things you mentioned for the upcoming steam demo. There'll be cards that let you discard, villager abilities will be only available depending on their well being and their abilities have been rebalanced. Thank you so much for playing and giving such extensive feedback :)
Thank you for the constructive feedback! We are going to check these points in the team. But some of them are already taken care off. The prototype is an old version of the game so of you are interested in the new features you can join our discord for more information.
Amazing concept. I don't know why a Curse of Immortality card was given to me when I filled up one of the characters' Purity to 100 once.
The following was my first try. There are 7 villagers while the goal is 720. RIP. The threshold is set appropriately so as to encourage the player to try again.
One thing though: I don't like getting the blessings cards too frequently. They did help as some point, but eventually it became a little bit annoying how to discard them, e.g. +50 Health and -3 Sickness to people who are already healthy and not sick.
Sometimes when the tooltip is shown to the bottom right of the cursor, the hand blocks part of the first word.
Yay! Enjoyable game. Wished there was a more obvious message when the level threshold was reached, e.g. at the end of the day.
You're definitely not the first to mention the blessings becoming a bit of a nuisance, we're working on that. Same with the level threshholds, do join us over on discord. We do playtest on there and we'd lpve to hear if you still feel the same way about the current state of the game :)
Had a game breaking bug on web version. As far as I could tell, one of my villagers got killed despite not being at 0 health or 0 purity. This was weird, but whatever, I continued to the next day. It played like normal. Then when I got to the (incredibly slow) lose health/purity screen. When it got to the villager that had died despite not being on 0 health or purity. The game simply locked up. I can't click or do anything to make it progress. Presumably because it's stuck trying to remove health and purity from a villager that it thinks is alive. But that is also simultaneously dead.
sorry to hear that the game got cut short for you like that. Sadly the prototype does have a few nasty bugs like that, they're noted and hopefully won't occur in our steam demo anymore
its just that when the first bloodstone is taken, the game feels like a foregone conclusion. A major reason for this is the repetability of the villager abilites. just spamming the one that gives 3 cards, then removing 2 at a time lets you get incredibly powerful with no power celling. Also, the purity thresholds are too high, it makes the game feel like a slog
you found a very viable strategy there! thanks for the feedback about the thresholds we've done some rebalancing since the upload of the prototype. I hope the game won't feel like a slog for you anymore when we release the steam demo :)
so interesting and I found that health is important early game but purity is important late game and it takes very long if you don't know that purity is that important late game
That is right, really appreciate that you played the game to this point. We have been working at the game continously and we organize from time to time via discord playtests for our Game Development. Feel free to join!
It’s always nice to hear the thoughts from players about the game.
thank you so much for playing!! Yes sadly that's a problem in this prototype however we have taken care of this for our upcoming demo you'll be able to play on our steam page soon :)
Cool game and I really like the style but sometimes the blessing cards can be very annoying to deck building and synergies and since their powerful they tend to chain into each other and the fact that the win condition of purity is similar to the loss condition it tends to lean into one sided win or lose games. Also there doesn't seem to be a clock and that makes stalling optimal. The initial concept is awesome though good luck!
thank you for the detailed feedback that's definitely helpful. This was the first prototype we worked on for the game and you'll definitely be able to find different entities with different win conditions in the final version so there'll be more variety in the gameplay. We decided against time pressure to allow players to make strategic choices and really think their moves through if they want to. Check out our steam page or join our discord to get your hands on the current version, I'd be super interested to hear if you still feel the same way about the current version of the game:)
Cool game but it appears to be unwinnable if you lose three villagers. The final stage for defeating the entity requires 720 purity but the maximum you can get from the remaining 7 villagers is 700.
You're completely right, this was definitely a mistake on our part when balancing the prototype. We have since fixed this and hope to showcase an improved demo (without a softlock lol) over on Steam soon. Please look forward to that and thank you so much for checking out the prototype!!
thank you so much for playing our game I think this is officially the first youtube video made on BLOODLETTER. So happy to see you enjoyed it enough to share it with your audience :) Don't hesitate to join our discord so we can get you an updated version of the game to play once we release the new demo!!
Good game, though I think the bell should have a small (1 second?) cool down to prevent double clicking and accidentally skipping a key patient. I also noticed that it is easy to either snowball or fall way too behind, though I only played 2 games so I might've just gotten lucky
We definitely noticed both problems with the prototype as well and have added a cooldown as well as done a lot of rebalanicing for the upcoming demo. Thank you for checking it out and sharing your thoughts!!
My record is winning in just 14 days, but I already saw this is not enough. I will do better. This game and the devs are both equally amazing. Please continue developing
← Return to game
Comments
Log in with itch.io to leave a comment.
Awesome. Super fun and creative. Aesthetically its awesome. I know this is a prototype so Im sure youre on top of some of this already, but heres some constructive criticism:
- Id recommend putting card names horizontally at the top of the card. Its atmospheric with all these medieval superstition cures, but when you have to read medieval font sideways its more natural to ignore the name and just stick to the mechanics. I couldnt tell you after playing and enjoying the game what the name of any card is or what its meant to represent, which is a shame.
- In game text is too small. I have good eyesight and have to really focus to read the text. Between that and the font I first read "health" as "death" and thought it strange that high death was good.
- In order to see some reminder text you have to hover over it with the cursor, but the cursor obscures the text.
- Its not clear as far as i can tell when you get more villagers. I lost 3 on my first playthrough. As far as I understand that puts you in a no-win state since you cant go above 700 purity. So if its possible to get a new villager you should know, and if not you should lose the game for losing 3 villagers, not 4.
- Losing and gaining health is super OP once you get to 100 health for the first time. You start snowballing Blessings real fast. Maybe once youve gotten a blessing from a villager reaching 100 healths you cant get another blessing from that villager unless their health drops below 50 first and that resets them? Youll figure it out better than me, but some sort of balancing there Id recommend for sure.
- Maybe the entity should either get stronger after set number of days OR when you reach a health+purity treshold? The way it works youre incentivized to focus completely on health, belief and sickness and just make sure purity is high enough that you dont lose villagers. So the game encourages you to play an anti-immersive strategy.
I wish you luck with the upcoming steam release. Criticized it because I think its fundamentally awesome and I want to help make it better. I hope youll take it like that. I think you have a winner here.
Hey thank you for your detailed feedback and thank for taking the time for it! <3
We are definettly go through all of your feedback and look for things to improve the game continuously . Thank you for your kind wishes and we are hoping to create an interesting and immersive impression for all of you guys!
Much love from all the team!
ALDAMAMI
Love this game but MAN is it difficult to deal 1 bloodstone damage.
Cool font, design and mechanics but it is REALLY brutal if you get unlucky with cards, sickness or don't constantly add purity to normal cards and forced to focus on those -10ish purity cards.
Saw you in the comments talking about difficulty settings and can't wait for that update. 8/10 prototype.
Hey thank you we are definetly aware of, that everybody experience the difficulty different. In the upcoming demorelease there will be a tutorial and everyone starts with the easy mode.
For the full release there will be three difficulties for each entity. We want that most of the players can enjoy the content from beginning.
For the big brains and strategic masters here there will be the hard mode where they can ponder :D <3
If you missed it in our devlog, here’s our new game trailer!
Team ALDAMAMI
Really nice job! Rare to see such a creative set of mechanics, really required some thinking to create a strategy.
For me, it was somewhat easy (won on first try), but I did lose a few villagers. It *felt* hard, but actually losing was difficult.
It might be worth laying out how the sickness mechanic works. The text was really hard to read (on my browser, the mouse obscures the explanation text no matter how you move, Safari OSX), but also I don't think anywhere explains how the sickness is distributed. Same for disbelief. Even if it's random, it would be nice to know what kind of random. Randomly in the night? Randomly upon losing faith?
Also, the nights were confusing. Why did some villagers not come to see me during the day? I often had someone die because they did not come to see me (maybe for multiple days in a row? Unclear).
Oh, and really good job on winning on your first try! We’ve done a lot of balancing in the meantime because the difficulty on the strategic side can change very quickly if we tweak just a few numbers. Through playtesting, we discovered that players experience the game quite differently depending on their playstyle. So, for the final game, there will be three different difficulty levels for each entity. That way, everyone can have an interesting experience and learn the game system step by step.
The sickness spread and distrust mechanics will also be explained more clearly.
The game system is designed so that only 5 out of 10 villagers can visit you each day—but you have to check who shows up. We’ve also added a new villager ability that lets you manipulate the villager queue for the next day, so players can avoid certain villager deaths using strategic skills.
If you want to check out the new prototype, we’re currently looking for playtesters through our Discord. If you’re interested, you’re more than welcome to join and give us feedback about the game anytime!
<3
So impressed with this prototype! I LOVE the art style and overall vibe here. The cards need a little bit of balancing and there's some readability issues with the text, but I'm sure you're already working on those. For a prototype, this one held my interest very strongly--I'm excited to see what else you add to this before release! Well done!
Thank you for the feedback. Indeed we changed already the font to a better readable one. It’s nice to hear a lot of feedback from different angles.
<3
Fun game, tricky until you can get the first few days right but then it kinda snowballs
<3
This was a ton of fun. I love the style and the designs and the game loop is very gripping. Sick game (haha).
Thank you! It makes us happy if the game brings fun to others <3
It took me 18 days to win.
hehe nice! Each run is different because of the cards you can choose and how you play. <3
Cool game has great art. Wanted to let you know if you click the books while placing the cards it will get stuck on the book page.
Thank you for your feedback and reporting the bug! And we are really happy that you like the idea of the game and our artstyle.
We develop our Steamdemo at the moment and if you are interested to be a Playtester you can join our Discord for more information.
<3
The game is really interesting and the artwork is so good. Congrats!
Thank you very much! We are happy that you enjoy our game! <3
Damn I think I have never seen someone finish it in 3 days congratulations!
Join our Discord if you are interested in playtesting. We work on our Demorelease and there are a lot of new features already in, ready to test!
Thanks for creating such a fun experience—I really love the character art style. Already wishlisted!
Thank you <3
interesting concept, i really liked it! art and flavor was great as well. a few comments on balance, though:
but given that it's a prototype, i think it has a lot of potential!! looking forward to more
You'll be happy to hear that we've already implemented some of the things you mentioned for the upcoming steam demo. There'll be cards that let you discard, villager abilities will be only available depending on their well being and their abilities have been rebalanced. Thank you so much for playing and giving such extensive feedback :)
Thank you for the constructive feedback! We are going to check these points in the team. But some of them are already taken care off. The prototype is an old version of the game so of you are interested in the new features you can join our discord for more information.
Really appreciate your feedback and your time. <3
Amazing concept. I don't know why a Curse of Immortality card was given to me when I filled up one of the characters' Purity to 100 once.
The following was my first try. There are 7 villagers while the goal is 720. RIP. The threshold is set appropriately so as to encourage the player to try again.
One thing though: I don't like getting the blessings cards too frequently. They did help as some point, but eventually it became a little bit annoying how to discard them, e.g. +50 Health and -3 Sickness to people who are already healthy and not sick.
Sometimes when the tooltip is shown to the bottom right of the cursor, the hand blocks part of the first word.
Yay! Enjoyable game. Wished there was a more obvious message when the level threshold was reached, e.g. at the end of the day.
You're definitely not the first to mention the blessings becoming a bit of a nuisance, we're working on that. Same with the level threshholds, do join us over on discord. We do playtest on there and we'd lpve to hear if you still feel the same way about the current state of the game :)
Had a game breaking bug on web version. As far as I could tell, one of my villagers got killed despite not being at 0 health or 0 purity. This was weird, but whatever, I continued to the next day. It played like normal. Then when I got to the (incredibly slow) lose health/purity screen. When it got to the villager that had died despite not being on 0 health or purity. The game simply locked up. I can't click or do anything to make it progress. Presumably because it's stuck trying to remove health and purity from a villager that it thinks is alive. But that is also simultaneously dead.
sorry to hear that the game got cut short for you like that. Sadly the prototype does have a few nasty bugs like that, they're noted and hopefully won't occur in our steam demo anymore
the artstyle and the character design is really cool
thank you <3
great game, I love the art esp. overall very good
its just that when the first bloodstone is taken, the game feels like a foregone conclusion. A major reason for this is the repetability of the villager abilites. just spamming the one that gives 3 cards, then removing 2 at a time lets you get incredibly powerful with no power celling. Also, the purity thresholds are too high, it makes the game feel like a slog
you found a very viable strategy there! thanks for the feedback about the thresholds we've done some rebalancing since the upload of the prototype. I hope the game won't feel like a slog for you anymore when we release the steam demo :)
Hard but fun
<3
:3
so interesting and I found that health is important early game but purity is important late game and it takes very long if you don't know that purity is that important late game
very fun game though
Thank you<3
That is right, really appreciate that you played the game to this point. We have been working at the game continously and we organize from time to time via discord playtests for our Game Development.
Feel free to join!
It’s always nice to hear the thoughts from players about the game.
I realised that as well. Having a pure heart is more important than a physically fit body.
It's amazing! Just a shame that you're locked if you have 3 villagers (7 still alive) because the next Purity threshold is 720
thank you so much for playing!! Yes sadly that's a problem in this prototype however we have taken care of this for our upcoming demo you'll be able to play on our steam page soon :)
fun and atmospheric!
<3
Cool game and I really like the style but sometimes the blessing cards can be very annoying to deck building and synergies and since their powerful they tend to chain into each other and the fact that the win condition of purity is similar to the loss condition it tends to lean into one sided win or lose games. Also there doesn't seem to be a clock and that makes stalling optimal. The initial concept is awesome though good luck!
thank you for the detailed feedback that's definitely helpful. This was the first prototype we worked on for the game and you'll definitely be able to find different entities with different win conditions in the final version so there'll be more variety in the gameplay. We decided against time pressure to allow players to make strategic choices and really think their moves through if they want to. Check out our steam page or join our discord to get your hands on the current version, I'd be super interested to hear if you still feel the same way about the current version of the game:)
wishlisted!
thank you!!
Cool game but it appears to be unwinnable if you lose three villagers. The final stage for defeating the entity requires 720 purity but the maximum you can get from the remaining 7 villagers is 700.
You're completely right, this was definitely a mistake on our part when balancing the prototype. We have since fixed this and hope to showcase an improved demo (without a softlock lol) over on Steam soon. Please look forward to that and thank you so much for checking out the prototype!!
Great game and neat art! I Beated it in this video
Show post...
are you into tower defense, you will love my game grandmother defence, it’s a 3rd person tower defense and highly streamable
thank you so much for playing our game I think this is officially the first youtube video made on BLOODLETTER. So happy to see you enjoyed it enough to share it with your audience :) Don't hesitate to join our discord so we can get you an updated version of the game to play once we release the new demo!!
Feel free to contact me when you release more content for the game :D
Good game, though I think the bell should have a small (1 second?) cool down to prevent double clicking and accidentally skipping a key patient. I also noticed that it is easy to either snowball or fall way too behind, though I only played 2 games so I might've just gotten lucky
We definitely noticed both problems with the prototype as well and have added a cooldown as well as done a lot of rebalanicing for the upcoming demo. Thank you for checking it out and sharing your thoughts!!
A really interesting game with easy gameplay! As a person new to gaming I had alot of fun playing
thank you!! good luck on your gaming journey what a good choice of game to get started ;)
looks great, can't wait to see the full release!
Hey there!
Just played it, looks sooo good <3 I met one of the devs (Mikey) at Saftladen. Good luck, can't wait to play the full version!
- Milan
Jesus sagt: Esst keinen gelben Schnee
Samu sagt es ist sehr gut, ich freu mich drauf. Cooler Artstyle ❤️
Herzlichen Glückwunsch zum Deutschen Multimediapreis! Ihr habt es euch verdient.
Ahh danke dir wir freuen uns auch, dass so viele Leute spaß an unserem Game haben! <3
It works!
Realy good would love to see a more fleshed out game of this with maybe a endless mode and a bit more controll of upgrades if your doing better
I like it
Loved it! Great designs and gameplay
My record is winning in just 14 days, but I already saw this is not enough. I will do better. This game and the devs are both equally amazing. Please continue developing
My new record is 13 Days. Until proven otherwise I announce myself the current Bloodletter record holder! :D
Ok NOW I claim the title! 8 days win!
it seems like you are now a professional :)
I'm speechless at how amazing this is. Well done!
Thank you so much <3
Love the game but Millers way too punchable
smh