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Resist the Madness's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #14 | 3.150 | 3.150 |
Overall | #20 | 3.117 | 3.117 |
Creativity | #23 | 3.350 | 3.350 |
Writing/Story | #26 | 2.850 | 2.850 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- I like the premise of this game, it was kinda short so a little hard to flesh out, but the idea is good.
- Hey there :). This is an interesting use of a madness gauge, but i feel it could has been push farther. I think the game is way much too easy, enemies really don't hit hard and the madness gauge didn't exceed 60 on my playthrought. Still, it was funny, and i liked it. The 4th wall break was appropriate here :). Thank for your submission, see ya :). Drag.
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Comments
That is a very clever way to use the TP bar as a madness meter! It is a fun way to fit a little quiz in the boss battle too! :D
Heya! Don't know if you saw this yet (been busy so I might have lost track), but we did a high level overview of your Game Jam entry last week. Here is a link to the video if you want to see what we have to say:
Short game. Me likey!
Like the other reviewers, I wish that the concepts were more fully-explored. You don't have many battles or a large map, so you could have raised the stakes and orchestrated each battle more. Like, make certain battles require the player to use certain attacks at certain times, and force the player to balance attacking against reducing madness. Just something to consider for the future.
The character dialog was amusing. More of that, please!
It's a simple game with an interesting mechanic. The madness mechanic is pretty interesting but it's a bit underutilised. The boss was a bit easy to defeat its gimmick since there only one thing that can pretty much defeat him. I'd like to see it better realised.
I liked the madness mechanic but I barely saw it. Would be nice if you expand that a bit or maybe use the mechanic on the map. Like, on paper is a super good idea but in the it is not taken advantage on in game. Gj either way.
The sanity check was cool. I'm not sure if its possible, but it would be perfect with a little timer so it's harder to cheat for answers.
That madness mechanic was interesting, but I didn't quite get what it does. I just understood I must not let it climb. It would have been nice to have more info about it.
At 50 Madness, the character takes damage at the end of each turn. At 100, they attack allies. If all characters hit 100, it's Game Over.
Thanks for the precision.