I like the base idea around the game, the art the sound effect are nice, the brancing path is a cool idea to explore a game from the same starting points.
That said, for me this breaks the 20 second game jam “spirit”. I clearly spend more than 20 seconds on each branch of the path. Yeah, actual gameplay outside the scrolling menus and cutsense might be less than 20 second, but notice we say outside of that. I feel the whole expereience should last 20 seconds, not pressing buttons only, and waiting for cutsenes. I just feels like a loophole to me.
Also please check your audio levels, on my end everything was waaaay to loud.
That said, the project is nice, well used with the engine!
It looks good and works well while its you turn, in the enemy turn I though it was like punch-out when the face baloon appear I move left or right, it worked the first time and I got the warrior ending(the drawing is beautiful), but then I replay it and I couldnt dodge any attack, like the baloon apears I press right and nothing happens, then I press right again and it says I couldnt dodge.I would definetely try to get all ending if I had it clear on how to dodge attacks, maybe im just dumb.
Yeah, the dodging mechanic was tricky debugging. I think there was four different iterations of it before settling on this one since it was the most stable. I'll take another look at it just in case something is tripping it up later. Thank you for playing and I'm glad you're enjoying the game.
Art is really cool! Palette as well, caught my eye immediately. I think it would've been nice to see some art during the fight, like vfx for the magic spells or an animation for 'attack' and 'defend', and for the characters you can summon it would be cool to see them when you summon them. Direction is still fun imo!
Thanks for playing! *Scribbling notes*. It was a little tricky implementing the custom pixel changes in the Gameboy engine but I think I'm starting to get the hang of it.
Comments
I like the base idea around the game, the art the sound effect are nice, the brancing path is a cool idea to explore a game from the same starting points.
That said, for me this breaks the 20 second game jam “spirit”. I clearly spend more than 20 seconds on each branch of the path. Yeah, actual gameplay outside the scrolling menus and cutsense might be less than 20 second, but notice we say outside of that. I feel the whole expereience should last 20 seconds, not pressing buttons only, and waiting for cutsenes. I just feels like a loophole to me.
Also please check your audio levels, on my end everything was waaaay to loud.
That said, the project is nice, well used with the engine!
It looks good and works well while its you turn, in the enemy turn I though it was like punch-out when the face baloon appear I move left or right, it worked the first time and I got the warrior ending(the drawing is beautiful), but then I replay it and I couldnt dodge any attack, like the baloon apears I press right and nothing happens, then I press right again and it says I couldnt dodge.I would definetely try to get all ending if I had it clear on how to dodge attacks, maybe im just dumb.
Yeah, the dodging mechanic was tricky debugging. I think there was four different iterations of it before settling on this one since it was the most stable. I'll take another look at it just in case something is tripping it up later. Thank you for playing and I'm glad you're enjoying the game.
Art is really cool! Palette as well, caught my eye immediately. I think it would've been nice to see some art during the fight, like vfx for the magic spells or an animation for 'attack' and 'defend', and for the characters you can summon it would be cool to see them when you summon them. Direction is still fun imo!
Thanks for playing! *Scribbling notes*. It was a little tricky implementing the custom pixel changes in the Gameboy engine but I think I'm starting to get the hang of it.