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A jam submission

BonesView game page

Free yourself from the grip of death
Submitted by Chao (@ChaoatGames) — 3 days, 5 hours before the deadline
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Bones's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#83.5003.500
Scope#183.0003.000
Roguelikeness#303.5003.500
Overall#662.8332.833
Aesthethics#862.5002.500
Completeness#862.5002.500
Fun#892.0002.000

Ranked from 2 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.

  • What I Loved

    • The combat mechanics were so very close to being amazing. Having played Dwarf fortress adventure mode and loving the idea of fine-grained combat control, but hating actually doing it, I had high hopes that this game brought something new to the table in that area. For the most part, it did! The only thing it lacked was sufficient feedback, visually or otherwise, about what was happening and when. The bone-jiggle effect was nice early on, but became harder to follow as you gained more and more complicated bone-interactions
    • The overall look and feel of the game was phenomenal for what I'd expect in a 7drl. The water moving mechanics and wrap-around gave the world a life of it's own, with a river of bones carrying it's passengers endlessly through the map
    • The UI and interactions among the different bone components did a highly satisfactory job of examining what bones you had equipped and what they were doing for each other.

    What I WOULD have Loved

    • Just a little better feedback, or more verbose logs on what was happening in combat. Not sure if the UI was just buggy at times, but I would occasionally be attacking at range and not understand why and it was nearly impossible to tell who was hostile to me and when. When including non-hostile creatures that can become hostile, it's very important to show the player when the change happens.
    • That's pretty much it. Otherwise a very well designed and thought-out game!
  • The theme and story are great. The idea for a different kind of combat is interesting, but extremely difficult to understand and execute.

Successful or Incomplete?

Success

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Comments

Developer

After receiving wind that I may have overdone it on the complexity, I've just uploaded a manual explaining some of the more confusing aspects of the game. Hopefully this should make it a bit easier to understand :).

I've also uploaded a new version, labelled as post deadline. This version is in all cases identical to the deadline version, it just has a few changes around the place to make some things more intuitive. For instance, the starting help screen is no longer the hardest enemy in the game.

If you've been putting this one off because of its intimidating complexity, or tried it but given up in frustration, feel free to come back and check it out again, now that it actually makes some sense.

I couldn't figure out how to move ? I included it in my 7DRL Challenge compilation video series, if you’d like to take a look. :)

Developer

Yeah sorry about that, clear instructions got left by the wayside in the mad rush to actually get this finished :)
I'll have an instruction document or video up in the next couple of days hopefully, so feel free to revisit it if you're still interested once I finish that.